Coverage Report

Created: 2023-06-28 01:47

/src/DLXEmu/external/imgui/imgui.cpp
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// dear imgui, v1.89.7 WIP
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// (main code and documentation)
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// Help:
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// - Read FAQ at http://dearimgui.com/faq
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// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
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// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
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// Read imgui.cpp for details, links and comments.
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// Resources:
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// - FAQ                   http://dearimgui.com/faq
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// - Homepage & latest     https://github.com/ocornut/imgui
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// - Releases & changelog  https://github.com/ocornut/imgui/releases
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// - Gallery               https://github.com/ocornut/imgui/issues/6478 (please post your screenshots/video there!)
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// - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there)
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// - Glossary              https://github.com/ocornut/imgui/wiki/Glossary
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// - Issues & support      https://github.com/ocornut/imgui/issues
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// Getting Started?
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// - For first-time users having issues compiling/linking/running or issues loading fonts:
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//   please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
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// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
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// See LICENSE.txt for copyright and licensing details (standard MIT License).
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// This library is free but needs your support to sustain development and maintenance.
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// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.com".
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// Individuals: you can support continued development via donations. See docs/README or web page.
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// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
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// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
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// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
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// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
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// to a better solution or official support for them.
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/*
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Index of this file:
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DOCUMENTATION
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- MISSION STATEMENT
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- CONTROLS GUIDE
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- PROGRAMMER GUIDE
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  - READ FIRST
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  - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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  - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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  - HOW A SIMPLE APPLICATION MAY LOOK LIKE
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  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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- API BREAKING CHANGES (read me when you update!)
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- FREQUENTLY ASKED QUESTIONS (FAQ)
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  - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer)
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CODE
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(search for "[SECTION]" in the code to find them)
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// [SECTION] INCLUDES
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// [SECTION] FORWARD DECLARATIONS
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// [SECTION] CONTEXT AND MEMORY ALLOCATORS
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// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
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// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
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// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
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// [SECTION] MISC HELPERS/UTILITIES (File functions)
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// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
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// [SECTION] MISC HELPERS/UTILITIES (Color functions)
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// [SECTION] ImGuiStorage
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// [SECTION] ImGuiTextFilter
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// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
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// [SECTION] ImGuiListClipper
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// [SECTION] STYLING
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// [SECTION] RENDER HELPERS
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// [SECTION] INITIALIZATION, SHUTDOWN
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// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
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// [SECTION] INPUTS
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// [SECTION] ERROR CHECKING
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// [SECTION] LAYOUT
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// [SECTION] SCROLLING
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// [SECTION] TOOLTIPS
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// [SECTION] POPUPS
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// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
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// [SECTION] DRAG AND DROP
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// [SECTION] LOGGING/CAPTURING
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// [SECTION] SETTINGS
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// [SECTION] LOCALIZATION
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// [SECTION] VIEWPORTS, PLATFORM WINDOWS
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// [SECTION] DOCKING
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// [SECTION] PLATFORM DEPENDENT HELPERS
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// [SECTION] METRICS/DEBUGGER WINDOW
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// [SECTION] DEBUG LOG WINDOW
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// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
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*/
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//-----------------------------------------------------------------------------
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// DOCUMENTATION
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//-----------------------------------------------------------------------------
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/*
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 MISSION STATEMENT
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 =================
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 - Easy to use to create code-driven and data-driven tools.
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 - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
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 - Easy to hack and improve.
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 - Minimize setup and maintenance.
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 - Minimize state storage on user side.
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 - Minimize state synchronization.
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 - Portable, minimize dependencies, run on target (consoles, phones, etc.).
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 - Efficient runtime and memory consumption.
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 Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes:
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 - Doesn't look fancy, doesn't animate.
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 - Limited layout features, intricate layouts are typically crafted in code.
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 CONTROLS GUIDE
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 ==============
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 - MOUSE CONTROLS
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   - Mouse wheel:                   Scroll vertically.
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   - SHIFT+Mouse wheel:             Scroll horizontally.
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   - Click [X]:                     Close a window, available when 'bool* p_open' is passed to ImGui::Begin().
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   - Click ^, Double-Click title:   Collapse window.
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   - Drag on corner/border:         Resize window (double-click to auto fit window to its contents).
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   - Drag on any empty space:       Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true).
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   - Left-click outside popup:      Close popup stack (right-click over underlying popup: Partially close popup stack).
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 - TEXT EDITOR
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   - Hold SHIFT or Drag Mouse:      Select text.
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   - CTRL+Left/Right:               Word jump.
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   - CTRL+Shift+Left/Right:         Select words.
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   - CTRL+A or Double-Click:        Select All.
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   - CTRL+X, CTRL+C, CTRL+V:        Use OS clipboard.
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   - CTRL+Z, CTRL+Y:                Undo, Redo.
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   - ESCAPE:                        Revert text to its original value.
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   - On OSX, controls are automatically adjusted to match standard OSX text editing shortcuts and behaviors.
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 - KEYBOARD CONTROLS
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   - Basic:
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     - Tab, SHIFT+Tab               Cycle through text editable fields.
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     - CTRL+Tab, CTRL+Shift+Tab     Cycle through windows.
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     - CTRL+Click                   Input text into a Slider or Drag widget.
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   - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`:
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     - Tab, SHIFT+Tab:              Cycle through every items.
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     - Arrow keys                   Move through items using directional navigation. Tweak value.
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     - Arrow keys + Alt, Shift      Tweak slower, tweak faster (when using arrow keys).
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     - Enter                        Activate item (prefer text input when possible).
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     - Space                        Activate item (prefer tweaking with arrows when possible).
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     - Escape                       Deactivate item, leave child window, close popup.
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     - Page Up, Page Down           Previous page, next page.
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     - Home, End                    Scroll to top, scroll to bottom.
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     - Alt                          Toggle between scrolling layer and menu layer.
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     - CTRL+Tab then Ctrl+Arrows    Move window. Hold SHIFT to resize instead of moving.
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   - Output when ImGuiConfigFlags_NavEnableKeyboard set,
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     - io.WantCaptureKeyboard flag is set when keyboard is claimed.
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     - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
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     - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used).
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 - GAMEPAD CONTROLS
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   - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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   - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
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   - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets
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   - Backend support: backend needs to:
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      - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
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      - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
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        Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
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      - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!
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   - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
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     with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
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 - REMOTE INPUTS SHARING & MOUSE EMULATION
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   - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback.
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   - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app)
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     in order to share your PC mouse/keyboard.
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   - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions.
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   - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
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     Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements.
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     When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
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     When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.
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     (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!)
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     (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
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     to set a boolean to ignore your other external mouse positions until the external source is moved again.)
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 PROGRAMMER GUIDE
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 ================
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 READ FIRST
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 ----------
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 - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
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 - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or
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   destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs.
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 - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
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 - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
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 - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
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   You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
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 - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
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   For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
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   where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
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 - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
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 - This codebase is also optimized to yield decent performances with typical "Debug" builds settings.
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 - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
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   If you get an assert, read the messages and comments around the assert.
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 - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace.
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 - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
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   See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
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   However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.
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 - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).
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 HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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 ----------------------------------------------
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 - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
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 - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
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 - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
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 - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
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   If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
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   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
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   likely be a comment about it. Please report any issue to the GitHub page!
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 - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
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 - Try to keep your copy of Dear ImGui reasonably up to date.
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 GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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 ---------------------------------------------------------------
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 - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
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 - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
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 - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
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   It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).
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 - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
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 - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
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 - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
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   Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
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   phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().
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 - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.
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 - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
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 HOW A SIMPLE APPLICATION MAY LOOK LIKE
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 --------------------------------------
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 EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
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 The sub-folders in examples/ contain examples applications following this structure.
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
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     ImGui_ImplWin32_Init(hwnd);
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     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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     // Application main loop
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     while (true)
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     {
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         // Feed inputs to dear imgui, start new frame
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         ImGui_ImplDX11_NewFrame();
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         ImGui_ImplWin32_NewFrame();
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         ImGui::NewFrame();
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         // Any application code here
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         ImGui::Text("Hello, world!");
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         // Render dear imgui into screen
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         ImGui::Render();
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         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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         g_pSwapChain->Present(1, 0);
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     }
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     // Shutdown
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     ImGui_ImplDX11_Shutdown();
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     ImGui_ImplWin32_Shutdown();
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     ImGui::DestroyContext();
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 EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Build and load the texture atlas into a texture
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     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
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     int width, height;
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     unsigned char* pixels = nullptr;
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     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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     // At this point you've got the texture data and you need to upload that to your graphic system:
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     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
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     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
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     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
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     io.Fonts->SetTexID((void*)texture);
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     // Application main loop
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     while (true)
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     {
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        // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
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        // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)
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        io.DeltaTime = 1.0f/60.0f;              // set the time elapsed since the previous frame (in seconds)
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        io.DisplaySize.x = 1920.0f;             // set the current display width
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        io.DisplaySize.y = 1280.0f;             // set the current display height here
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        io.AddMousePosEvent(mouse_x, mouse_y);  // update mouse position
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        io.AddMouseButtonEvent(0, mouse_b[0]);  // update mouse button states
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        io.AddMouseButtonEvent(1, mouse_b[1]);  // update mouse button states
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        // Call NewFrame(), after this point you can use ImGui::* functions anytime
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        // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
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        ImGui::NewFrame();
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        // Most of your application code here
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        ImGui::Text("Hello, world!");
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        MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
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        MyGameRender(); // may use any Dear ImGui functions as well!
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        // Render dear imgui, swap buffers
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        // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
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        ImGui::EndFrame();
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        ImGui::Render();
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        ImDrawData* draw_data = ImGui::GetDrawData();
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        MyImGuiRenderFunction(draw_data);
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        SwapBuffers();
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     }
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     // Shutdown
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     ImGui::DestroyContext();
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 To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
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 you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
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 Please read the FAQ and example applications for details about this!
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 HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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 ---------------------------------------------
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 The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
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    void MyImGuiRenderFunction(ImDrawData* draw_data)
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    {
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       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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       // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
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       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
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       ImVec2 clip_off = draw_data->DisplayPos;
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       for (int n = 0; n < draw_data->CmdListsCount; n++)
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       {
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          const ImDrawList* cmd_list = draw_data->CmdLists[n];
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          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui
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          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear ImGui
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          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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          {
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             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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             if (pcmd->UserCallback)
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             {
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                 pcmd->UserCallback(cmd_list, pcmd);
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             }
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             else
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             {
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                 // Project scissor/clipping rectangles into framebuffer space
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                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
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                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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                     continue;
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                 // We are using scissoring to clip some objects. All low-level graphics API should support it.
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                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
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                 //   (some elements visible outside their bounds) but you can fix that once everything else works!
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                 // - Clipping coordinates are provided in imgui coordinates space:
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                 //   - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
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                 //   - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
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                 //   - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
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                 //     always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
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                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
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                 MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
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                 // The texture for the draw call is specified by pcmd->GetTexID().
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                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
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                 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
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                 // Render 'pcmd->ElemCount/3' indexed triangles.
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                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
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                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
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             }
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          }
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       }
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    }
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 API BREAKING CHANGES
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 ====================
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 Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
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 Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
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 When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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 You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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(Docking/Viewport Branch)
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 - 2023/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
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                          - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
404
                            you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
405
                          - likewise io.MousePos and GetMousePos() will use OS coordinates.
406
                            If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
407
408
 - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage.
409
 - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3.
410
 - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
411
                           - ListBoxHeader()  -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference)
412
                           - ListBoxFooter()  -> use EndListBox()
413
 - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin().
414
 - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices().
415
 - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago:
416
                           - ImGuiSliderFlags_ClampOnInput        -> use ImGuiSliderFlags_AlwaysClamp
417
                           - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite
418
                           - ImDrawList::AddBezierCurve()         -> use ImDrawList::AddBezierCubic()
419
                           - ImDrawList::PathBezierCurveTo()      -> use ImDrawList::PathBezierCubicCurveTo()
420
 - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete).
421
 - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner.
422
 - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.
423
                         Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,
424
                         it has been frequently requested by people to use our own. We had an opt-in define which was
425
                         previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164)
426
                           - OK:     #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h"
427
                           - Error:  #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h"
428
 - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3.
429
 - 2022/10/26 (1.89)   - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
430
 - 2022/10/12 (1.89)   - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
431
 - 2022/09/26 (1.89)   - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).
432
                           - ImGuiKey_ModCtrl  and ImGuiModFlags_Ctrl  -> ImGuiMod_Ctrl
433
                           - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
434
                           - ImGuiKey_ModAlt   and ImGuiModFlags_Alt   -> ImGuiMod_Alt
435
                           - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
436
                         the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
437
                         the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.
438
                         exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.
439
 - 2022/09/20 (1.89)   - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.
440
                         this will require uses of legacy backend-dependent indices to be casted, e.g.
441
                            - with imgui_impl_glfw:  IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
442
                            - with imgui_impl_win32: IsKeyPressed('A')        -> IsKeyPressed((ImGuiKey)'A')
443
                            - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!
444
 - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
445
 - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):
446
                         - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
447
                         - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
448
                         - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)
449
 - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.
450
                       this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
451
                         - previously this would make the window content size ~200x200:
452
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
453
                         - instead, please submit an item:
454
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
455
                         - alternative:
456
                              Begin(...) + Dummy(ImVec2(200,200)) + End();
457
                         - content size is now only extended when submitting an item!
458
                         - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
459
                         - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
460
 - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).
461
                        - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
462
                        - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
463
                          - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
464
                          - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
465
                        - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
466
                          - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
467
                          - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
468
 - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
469
                        - Official backends from 1.87+                  -> no issue.
470
                        - Official backends from 1.60 to 1.86           -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
471
                        - Custom backends not writing to io.NavInputs[] -> no issue.
472
                        - Custom backends writing to io.NavInputs[]     -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
473
                        - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
474
 - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).
475
 - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.
476
 - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
477
 - 2022/01/20 (1.87) - inputs: reworded gamepad IO.
478
                        - Backend writing to io.NavInputs[]            -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
479
 - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
480
 - 2022/01/17 (1.87) - inputs: reworked mouse IO.
481
                        - Backend writing to io.MousePos               -> backend should call io.AddMousePosEvent()
482
                        - Backend writing to io.MouseDown[]            -> backend should call io.AddMouseButtonEvent()
483
                        - Backend writing to io.MouseWheel             -> backend should call io.AddMouseWheelEvent()
484
                        - Backend writing to io.MouseHoveredViewport   -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
485
                       note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
486
                       read https://github.com/ocornut/imgui/issues/4921 for details.
487
 - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
488
                        - IsKeyPressed(MY_NATIVE_KEY_XXX)              -> use IsKeyPressed(ImGuiKey_XXX)
489
                        - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))      -> use IsKeyPressed(ImGuiKey_XXX)
490
                        - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
491
                        - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
492
                     - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
493
                     - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
494
 - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
495
 - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
496
 - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
497
                        - ImGui::SetNextTreeNodeOpen()        -> use ImGui::SetNextItemOpen()
498
                        - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
499
                        - ImGui::TreeAdvanceToLabelPos()      -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
500
                        - ImFontAtlas::CustomRect             -> use ImFontAtlasCustomRect
501
                        - ImGuiColorEditFlags_RGB/HSV/HEX     -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
502
 - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
503
 - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
504
 - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
505
 - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
506
                        - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
507
                        - ImFont::GlyphRangesBuilder  -> use ImFontGlyphRangesBuilder
508
 - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
509
                        - if you are using official backends from the source tree: you have nothing to do.
510
                        - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
511
 - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
512
                        - ImDrawCornerFlags_TopLeft  -> use ImDrawFlags_RoundCornersTopLeft
513
                        - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
514
                        - ImDrawCornerFlags_None     -> use ImDrawFlags_RoundCornersNone etc.
515
                       flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
516
                       breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
517
                        - rounding == 0.0f + flags == 0 --> meant no rounding  --> unchanged (common use)
518
                        - rounding  > 0.0f + flags != 0 --> meant rounding     --> unchanged (common use)
519
                        - rounding == 0.0f + flags != 0 --> meant no rounding  --> unchanged (unlikely use)
520
                        - rounding  > 0.0f + flags == 0 --> meant no rounding  --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.
521
                       this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.
522
                       the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.
523
                       legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
524
 - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
525
                        - ImGui::SetScrollHere()              -> use ImGui::SetScrollHereY()
526
 - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.
527
 - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
528
 - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file  with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
529
 - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
530
 - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
531
                     - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
532
                     - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
533
 - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
534
                     - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
535
                     - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
536
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
537
                        - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
538
                        - ImGuiCol_ModalWindowDarkening       -> use ImGuiCol_ModalWindowDimBg
539
                        - ImGuiInputTextCallback              -> use ImGuiTextEditCallback
540
                        - ImGuiInputTextCallbackData          -> use ImGuiTextEditCallbackData
541
 - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
542
 - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
543
 - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
544
 - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
545
 - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
546
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
547
                        - io.RenderDrawListsFn pointer        -> use ImGui::GetDrawData() value and call the render function of your backend
548
                        - ImGui::IsAnyWindowFocused()         -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
549
                        - ImGui::IsAnyWindowHovered()         -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
550
                        - ImGuiStyleVar_Count_                -> use ImGuiStyleVar_COUNT
551
                        - ImGuiMouseCursor_Count_             -> use ImGuiMouseCursor_COUNT
552
                      - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
553
                        - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
554
                        - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
555
 - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
556
 - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
557
 - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
558
 - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
559
 - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
560
 - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
561
 - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
562
                       replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
563
                       worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
564
                       - if you omitted the 'power' parameter (likely!), you are not affected.
565
                       - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
566
                       - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
567
                       see https://github.com/ocornut/imgui/issues/3361 for all details.
568
                       kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
569
                       for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
570
                     - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
571
 - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
572
 - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
573
 - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
574
 - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
575
 - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
576
 - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
577
 - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
578
 - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
579
                       - ShowTestWindow()                    -> use ShowDemoWindow()
580
                       - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
581
                       - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
582
                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
583
                       - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()
584
                       - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg
585
                       - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding
586
                       - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
587
                       - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS
588
 - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.
589
 - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
590
 - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
591
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
592
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
593
 - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
594
                       - Begin() [old 5 args version]        -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
595
                       - IsRootWindowOrAnyChildHovered()     -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
596
                       - AlignFirstTextHeightToWidgets()     -> use AlignTextToFramePadding()
597
                       - SetNextWindowPosCenter()            -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
598
                       - ImFont::Glyph                       -> use ImFontGlyph
599
 - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
600
                       if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.
601
                       The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
602
                       If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
603
 - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
604
 - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
605
 - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.
606
 - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have
607
                       overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.
608
                       This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.
609
                       Please reach out if you are affected.
610
 - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
611
 - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
612
 - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
613
 - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
614
 - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
615
 - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
616
 - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
617
 - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
618
 - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
619
 - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
620
 - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.
621
 - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
622
 - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
623
 - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
624
 - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
625
                       If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
626
 - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
627
 - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
628
                       NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
629
                       Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
630
 - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
631
 - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
632
 - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
633
 - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.
634
 - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
635
 - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
636
 - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
637
 - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.).
638
                       old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
639
                       when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
640
                       in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
641
 - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
642
 - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
643
 - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
644
                       If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
645
                       To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
646
                       If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
647
 - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
648
                       consistent with other functions. Kept redirection functions (will obsolete).
649
 - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
650
 - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).
651
 - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
652
 - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
653
 - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
654
 - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
655
 - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
656
 - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
657
                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
658
                       - removed Shutdown() function, as DestroyContext() serve this purpose.
659
                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
660
                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
661
                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
662
 - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
663
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
664
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
665
 - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
666
 - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
667
 - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
668
 - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
669
 - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
670
 - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
671
 - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
672
 - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
673
                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
674
 - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
675
 - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
676
 - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
677
 - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.
678
                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.
679
 - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
680
 - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
681
 - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
682
 - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
683
 - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.
684
 - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.
685
 - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.
686
                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
687
                         IsItemHoveredRect()        --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
688
                         IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
689
                         IsMouseHoveringWindow()    --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
690
 - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
691
 - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
692
 - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
693
 - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
694
 - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
695
 - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
696
                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
697
                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
698
 - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
699
 - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
700
 - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
701
 - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
702
 - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
703
 - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).
704
 - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
705
 - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
706
                     - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
707
                     - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'
708
 - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
709
 - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
710
 - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
711
 - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().
712
 - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
713
 - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
714
 - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.
715
 - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
716
                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
717
                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
718
                       ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
719
                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
720
 - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
721
 - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
722
 - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
723
 - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
724
 - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).
725
 - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
726
 - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
727
 - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
728
 - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
729
 - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
730
 - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
731
 - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
732
                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
733
                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
734
 - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
735
 - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
736
 - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
737
 - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
738
                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
739
 - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
740
                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
741
                     - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
742
                     - the signature of the io.RenderDrawListsFn handler has changed!
743
                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
744
                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
745
                         parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
746
                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
747
                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
748
                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
749
                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
750
                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
751
 - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
752
 - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
753
 - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
754
 - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
755
 - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!
756
 - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
757
 - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
758
 - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
759
 - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
760
 - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
761
 - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
762
 - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
763
 - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
764
 - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
765
 - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
766
 - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
767
 - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
768
 - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
769
 - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
770
 - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
771
 - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
772
 - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
773
 - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
774
 - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
775
 - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
776
 - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
777
 - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
778
                       - old:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
779
                       - new:  unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
780
                       you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
781
 - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()
782
 - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
783
 - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
784
 - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
785
 - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
786
 - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
787
 - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
788
 - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
789
 - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
790
 - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
791
 - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
792
 - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
793
 - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
794
 - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
795
796
797
 FREQUENTLY ASKED QUESTIONS (FAQ)
798
 ================================
799
800
 Read all answers online:
801
   https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
802
 Read all answers locally (with a text editor or ideally a Markdown viewer):
803
   docs/FAQ.md
804
 Some answers are copied down here to facilitate searching in code.
805
806
 Q&A: Basics
807
 ===========
808
809
 Q: Where is the documentation?
810
 A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
811
    - Run the examples/ and explore them.
812
    - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
813
    - The demo covers most features of Dear ImGui, so you can read the code and see its output.
814
    - See documentation and comments at the top of imgui.cpp + effectively imgui.h.
815
    - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the
816
      examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
817
    - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
818
    - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
819
    - Your programming IDE is your friend, find the type or function declaration to find comments
820
      associated with it.
821
822
 Q: What is this library called?
823
 Q: Which version should I get?
824
 >> This library is called "Dear ImGui", please don't call it "ImGui" :)
825
 >> See https://www.dearimgui.com/faq for details.
826
827
 Q&A: Integration
828
 ================
829
830
 Q: How to get started?
831
 A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
832
833
 Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
834
 A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
835
 >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this.
836
837
 Q. How can I enable keyboard controls?
838
 Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
839
 Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
840
 Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
841
 Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
842
 >> See https://www.dearimgui.com/faq
843
844
 Q&A: Usage
845
 ----------
846
847
 Q: About the ID Stack system..
848
   - Why is my widget not reacting when I click on it?
849
   - How can I have widgets with an empty label?
850
   - How can I have multiple widgets with the same label?
851
   - How can I have multiple windows with the same label?
852
 Q: How can I display an image? What is ImTextureID, how does it work?
853
 Q: How can I use my own math types instead of ImVec2/ImVec4?
854
 Q: How can I interact with standard C++ types (such as std::string and std::vector)?
855
 Q: How can I display custom shapes? (using low-level ImDrawList API)
856
 >> See https://www.dearimgui.com/faq
857
858
 Q&A: Fonts, Text
859
 ================
860
861
 Q: How should I handle DPI in my application?
862
 Q: How can I load a different font than the default?
863
 Q: How can I easily use icons in my application?
864
 Q: How can I load multiple fonts?
865
 Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
866
 >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md
867
868
 Q&A: Concerns
869
 =============
870
871
 Q: Who uses Dear ImGui?
872
 Q: Can you create elaborate/serious tools with Dear ImGui?
873
 Q: Can you reskin the look of Dear ImGui?
874
 Q: Why using C++ (as opposed to C)?
875
 >> See https://www.dearimgui.com/faq
876
877
 Q&A: Community
878
 ==============
879
880
 Q: How can I help?
881
 A: - Businesses: please reach out to "contact AT dearimgui.com" if you work in a place using Dear ImGui!
882
      We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
883
      This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project.
884
    - Individuals: you can support continued development via PayPal donations. See README.
885
    - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt
886
      and see how you want to help and can help!
887
    - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
888
      You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
889
      But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
890
    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).
891
892
*/
893
894
//-------------------------------------------------------------------------
895
// [SECTION] INCLUDES
896
//-------------------------------------------------------------------------
897
898
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
899
#define _CRT_SECURE_NO_WARNINGS
900
#endif
901
902
#ifndef IMGUI_DEFINE_MATH_OPERATORS
903
#define IMGUI_DEFINE_MATH_OPERATORS
904
#endif
905
906
#include "imgui.h"
907
#ifndef IMGUI_DISABLE
908
#include "imgui_internal.h"
909
910
// System includes
911
#include <stdio.h>      // vsnprintf, sscanf, printf
912
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
913
#include <stddef.h>     // intptr_t
914
#else
915
#include <stdint.h>     // intptr_t
916
#endif
917
918
// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
919
#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
920
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
921
#endif
922
923
// [Windows] OS specific includes (optional)
924
#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
925
#define IMGUI_DISABLE_WIN32_FUNCTIONS
926
#endif
927
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
928
#ifndef WIN32_LEAN_AND_MEAN
929
#define WIN32_LEAN_AND_MEAN
930
#endif
931
#ifndef NOMINMAX
932
#define NOMINMAX
933
#endif
934
#ifndef __MINGW32__
935
#include <Windows.h>        // _wfopen, OpenClipboard
936
#else
937
#include <windows.h>
938
#endif
939
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions
940
#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
941
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
942
#endif
943
#endif
944
945
// [Apple] OS specific includes
946
#if defined(__APPLE__)
947
#include <TargetConditionals.h>
948
#endif
949
950
// Visual Studio warnings
951
#ifdef _MSC_VER
952
#pragma warning (disable: 4127)             // condition expression is constant
953
#pragma warning (disable: 4996)             // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
954
#if defined(_MSC_VER) && _MSC_VER >= 1922   // MSVC 2019 16.2 or later
955
#pragma warning (disable: 5054)             // operator '|': deprecated between enumerations of different types
956
#endif
957
#pragma warning (disable: 26451)            // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
958
#pragma warning (disable: 26495)            // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
959
#pragma warning (disable: 26812)            // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
960
#endif
961
962
// Clang/GCC warnings with -Weverything
963
#if defined(__clang__)
964
#if __has_warning("-Wunknown-warning-option")
965
#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
966
#endif
967
#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
968
#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
969
#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
970
#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
971
#pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
972
#pragma clang diagnostic ignored "-Wglobal-constructors"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.
973
#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
974
#pragma clang diagnostic ignored "-Wformat-pedantic"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
975
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type 'int'
976
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0
977
#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
978
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
979
#elif defined(__GNUC__)
980
// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
981
#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
982
#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
983
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size
984
#pragma GCC diagnostic ignored "-Wformat"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
985
#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
986
#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
987
#pragma GCC diagnostic ignored "-Wformat-nonliteral"        // warning: format not a string literal, format string not checked
988
#pragma GCC diagnostic ignored "-Wstrict-overflow"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
989
#pragma GCC diagnostic ignored "-Wclass-memaccess"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
990
#endif
991
992
// Debug options
993
0
#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
994
#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window
995
996
// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
997
static const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in
998
static const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear
999
1000
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
1001
static const float WINDOWS_HOVER_PADDING                    = 4.0f;     // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
1002
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.
1003
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 0.70f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
1004
1005
// Tooltip offset
1006
static const ImVec2 TOOLTIP_DEFAULT_OFFSET = ImVec2(16, 10);            // Multiplied by g.Style.MouseCursorScale
1007
1008
// Docking
1009
static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA        = 0.50f;    // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
1010
static const float DOCKING_SPLITTER_SIZE                    = 2.0f;
1011
1012
//-------------------------------------------------------------------------
1013
// [SECTION] FORWARD DECLARATIONS
1014
//-------------------------------------------------------------------------
1015
1016
static void             SetCurrentWindow(ImGuiWindow* window);
1017
static void             FindHoveredWindow();
1018
static ImGuiWindow*     CreateNewWindow(const char* name, ImGuiWindowFlags flags);
1019
static ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
1020
1021
static void             AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
1022
static void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
1023
1024
// Settings
1025
static void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
1026
static void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
1027
static void             WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
1028
static void             WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
1029
static void             WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
1030
1031
// Platform Dependents default implementation for IO functions
1032
static const char*      GetClipboardTextFn_DefaultImpl(void* user_data_ctx);
1033
static void             SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text);
1034
static void             SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
1035
1036
namespace ImGui
1037
{
1038
// Navigation
1039
static void             NavUpdate();
1040
static void             NavUpdateWindowing();
1041
static void             NavUpdateWindowingOverlay();
1042
static void             NavUpdateCancelRequest();
1043
static void             NavUpdateCreateMoveRequest();
1044
static void             NavUpdateCreateTabbingRequest();
1045
static float            NavUpdatePageUpPageDown();
1046
static inline void      NavUpdateAnyRequestFlag();
1047
static void             NavUpdateCreateWrappingRequest();
1048
static void             NavEndFrame();
1049
static bool             NavScoreItem(ImGuiNavItemData* result);
1050
static void             NavApplyItemToResult(ImGuiNavItemData* result);
1051
static void             NavProcessItem();
1052
static void             NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags);
1053
static ImVec2           NavCalcPreferredRefPos();
1054
static void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
1055
static ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);
1056
static void             NavRestoreLayer(ImGuiNavLayer layer);
1057
static void             NavRestoreHighlightAfterMove();
1058
static int              FindWindowFocusIndex(ImGuiWindow* window);
1059
1060
// Error Checking and Debug Tools
1061
static void             ErrorCheckNewFrameSanityChecks();
1062
static void             ErrorCheckEndFrameSanityChecks();
1063
static void             UpdateDebugToolItemPicker();
1064
static void             UpdateDebugToolStackQueries();
1065
1066
// Inputs
1067
static void             UpdateKeyboardInputs();
1068
static void             UpdateMouseInputs();
1069
static void             UpdateMouseWheel();
1070
static void             UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
1071
1072
// Misc
1073
static void             UpdateSettings();
1074
static bool             UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
1075
static void             RenderWindowOuterBorders(ImGuiWindow* window);
1076
static void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
1077
static void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
1078
static void             RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
1079
static void             RenderDimmedBackgrounds();
1080
1081
// Viewports
1082
const ImGuiID           IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
1083
static ImGuiViewportP*  AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
1084
static void             DestroyViewport(ImGuiViewportP* viewport);
1085
static void             UpdateViewportsNewFrame();
1086
static void             UpdateViewportsEndFrame();
1087
static void             WindowSelectViewport(ImGuiWindow* window);
1088
static void             WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack);
1089
static bool             UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
1090
static bool             UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
1091
static bool             GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
1092
static int              FindPlatformMonitorForPos(const ImVec2& pos);
1093
static int              FindPlatformMonitorForRect(const ImRect& r);
1094
static void             UpdateViewportPlatformMonitor(ImGuiViewportP* viewport);
1095
1096
}
1097
1098
//-----------------------------------------------------------------------------
1099
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
1100
//-----------------------------------------------------------------------------
1101
1102
// DLL users:
1103
// - Heaps and globals are not shared across DLL boundaries!
1104
// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
1105
// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).
1106
// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
1107
// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).
1108
1109
// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
1110
// - ImGui::CreateContext() will automatically set this pointer if it is NULL.
1111
//   Change to a different context by calling ImGui::SetCurrentContext().
1112
// - Important: Dear ImGui functions are not thread-safe because of this pointer.
1113
//   If you want thread-safety to allow N threads to access N different contexts:
1114
//   - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
1115
//         struct ImGuiContext;
1116
//         extern thread_local ImGuiContext* MyImGuiTLS;
1117
//         #define GImGui MyImGuiTLS
1118
//     And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
1119
//   - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
1120
//   - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.
1121
// - DLL users: read comments above.
1122
#ifndef GImGui
1123
ImGuiContext*   GImGui = NULL;
1124
#endif
1125
1126
// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
1127
// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
1128
// - DLL users: read comments above.
1129
#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
1130
0
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); return malloc(size); }
1131
0
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); free(ptr); }
1132
#else
1133
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
1134
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
1135
#endif
1136
static ImGuiMemAllocFunc    GImAllocatorAllocFunc = MallocWrapper;
1137
static ImGuiMemFreeFunc     GImAllocatorFreeFunc = FreeWrapper;
1138
static void*                GImAllocatorUserData = NULL;
1139
1140
//-----------------------------------------------------------------------------
1141
// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
1142
//-----------------------------------------------------------------------------
1143
1144
ImGuiStyle::ImGuiStyle()
1145
0
{
1146
0
    Alpha                   = 1.0f;             // Global alpha applies to everything in Dear ImGui.
1147
0
    DisabledAlpha           = 0.60f;            // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
1148
0
    WindowPadding           = ImVec2(8,8);      // Padding within a window
1149
0
    WindowRounding          = 0.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1150
0
    WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1151
0
    WindowMinSize           = ImVec2(32,32);    // Minimum window size
1152
0
    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text
1153
0
    WindowMenuButtonPosition= ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
1154
0
    ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
1155
0
    ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1156
0
    PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
1157
0
    PopupBorderSize         = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1158
0
    FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)
1159
0
    FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
1160
0
    FrameBorderSize         = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
1161
0
    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines
1162
0
    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
1163
0
    CellPadding             = ImVec2(4,2);      // Padding within a table cell
1164
0
    TouchExtraPadding       = ImVec2(0,0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
1165
0
    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1166
0
    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1167
0
    ScrollbarSize           = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
1168
0
    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar
1169
0
    GrabMinSize             = 12.0f;            // Minimum width/height of a grab box for slider/scrollbar
1170
0
    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1171
0
    LogSliderDeadzone       = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1172
0
    TabRounding             = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1173
0
    TabBorderSize           = 0.0f;             // Thickness of border around tabs.
1174
0
    TabMinWidthForCloseButton = 0.0f;           // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1175
0
    ColorButtonPosition     = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1176
0
    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
1177
0
    SelectableTextAlign     = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
1178
0
    SeparatorTextBorderSize = 3.0f;             // Thickkness of border in SeparatorText()
1179
0
    SeparatorTextAlign      = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
1180
0
    SeparatorTextPadding    = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
1181
0
    DisplayWindowPadding    = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1182
0
    DisplaySafeAreaPadding  = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
1183
0
    MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1184
0
    AntiAliasedLines        = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
1185
0
    AntiAliasedLinesUseTex  = true;             // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
1186
0
    AntiAliasedFill         = true;             // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
1187
0
    CurveTessellationTol    = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
1188
0
    CircleTessellationMaxError = 0.30f;         // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1189
1190
    // Behaviors
1191
0
    HoverStationaryDelay    = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
1192
0
    HoverDelayShort         = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
1193
0
    HoverDelayNormal        = 0.40f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
1194
0
    HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort;    // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
1195
0
    HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal;  // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
1196
1197
    // Default theme
1198
0
    ImGui::StyleColorsDark(this);
1199
0
}
1200
1201
// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
1202
// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
1203
void ImGuiStyle::ScaleAllSizes(float scale_factor)
1204
0
{
1205
0
    WindowPadding = ImFloor(WindowPadding * scale_factor);
1206
0
    WindowRounding = ImFloor(WindowRounding * scale_factor);
1207
0
    WindowMinSize = ImFloor(WindowMinSize * scale_factor);
1208
0
    ChildRounding = ImFloor(ChildRounding * scale_factor);
1209
0
    PopupRounding = ImFloor(PopupRounding * scale_factor);
1210
0
    FramePadding = ImFloor(FramePadding * scale_factor);
1211
0
    FrameRounding = ImFloor(FrameRounding * scale_factor);
1212
0
    ItemSpacing = ImFloor(ItemSpacing * scale_factor);
1213
0
    ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor);
1214
0
    CellPadding = ImFloor(CellPadding * scale_factor);
1215
0
    TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor);
1216
0
    IndentSpacing = ImFloor(IndentSpacing * scale_factor);
1217
0
    ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor);
1218
0
    ScrollbarSize = ImFloor(ScrollbarSize * scale_factor);
1219
0
    ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor);
1220
0
    GrabMinSize = ImFloor(GrabMinSize * scale_factor);
1221
0
    GrabRounding = ImFloor(GrabRounding * scale_factor);
1222
0
    LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor);
1223
0
    TabRounding = ImFloor(TabRounding * scale_factor);
1224
0
    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
1225
0
    SeparatorTextPadding = ImFloor(SeparatorTextPadding * scale_factor);
1226
0
    DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor);
1227
0
    DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor);
1228
0
    MouseCursorScale = ImFloor(MouseCursorScale * scale_factor);
1229
0
}
1230
1231
ImGuiIO::ImGuiIO()
1232
0
{
1233
    // Most fields are initialized with zero
1234
0
    memset(this, 0, sizeof(*this));
1235
0
    IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
1236
1237
    // Settings
1238
0
    ConfigFlags = ImGuiConfigFlags_None;
1239
0
    BackendFlags = ImGuiBackendFlags_None;
1240
0
    DisplaySize = ImVec2(-1.0f, -1.0f);
1241
0
    DeltaTime = 1.0f / 60.0f;
1242
0
    IniSavingRate = 5.0f;
1243
0
    IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
1244
0
    LogFilename = "imgui_log.txt";
1245
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1246
    for (int i = 0; i < ImGuiKey_COUNT; i++)
1247
        KeyMap[i] = -1;
1248
#endif
1249
0
    UserData = NULL;
1250
1251
0
    Fonts = NULL;
1252
0
    FontGlobalScale = 1.0f;
1253
0
    FontDefault = NULL;
1254
0
    FontAllowUserScaling = false;
1255
0
    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
1256
1257
    // Docking options (when ImGuiConfigFlags_DockingEnable is set)
1258
0
    ConfigDockingNoSplit = false;
1259
0
    ConfigDockingWithShift = false;
1260
0
    ConfigDockingAlwaysTabBar = false;
1261
0
    ConfigDockingTransparentPayload = false;
1262
1263
    // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
1264
0
    ConfigViewportsNoAutoMerge = false;
1265
0
    ConfigViewportsNoTaskBarIcon = false;
1266
0
    ConfigViewportsNoDecoration = true;
1267
0
    ConfigViewportsNoDefaultParent = false;
1268
1269
    // Miscellaneous options
1270
0
    MouseDrawCursor = false;
1271
#ifdef __APPLE__
1272
    ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag
1273
#else
1274
0
    ConfigMacOSXBehaviors = false;
1275
0
#endif
1276
0
    ConfigInputTrickleEventQueue = true;
1277
0
    ConfigInputTextCursorBlink = true;
1278
0
    ConfigInputTextEnterKeepActive = false;
1279
0
    ConfigDragClickToInputText = false;
1280
0
    ConfigWindowsResizeFromEdges = true;
1281
0
    ConfigWindowsMoveFromTitleBarOnly = false;
1282
0
    ConfigMemoryCompactTimer = 60.0f;
1283
0
    ConfigDebugBeginReturnValueOnce = false;
1284
0
    ConfigDebugBeginReturnValueLoop = false;
1285
1286
    // Inputs Behaviors
1287
0
    MouseDoubleClickTime = 0.30f;
1288
0
    MouseDoubleClickMaxDist = 6.0f;
1289
0
    MouseDragThreshold = 6.0f;
1290
0
    KeyRepeatDelay = 0.275f;
1291
0
    KeyRepeatRate = 0.050f;
1292
1293
    // Platform Functions
1294
    // Note: Initialize() will setup default clipboard/ime handlers.
1295
0
    BackendPlatformName = BackendRendererName = NULL;
1296
0
    BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
1297
1298
    // Input (NB: we already have memset zero the entire structure!)
1299
0
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1300
0
    MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
1301
0
    MouseSource = ImGuiMouseSource_Mouse;
1302
0
    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
1303
0
    for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
1304
0
    AppAcceptingEvents = true;
1305
0
    BackendUsingLegacyKeyArrays = (ImS8)-1;
1306
0
    BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
1307
0
}
1308
1309
// Pass in translated ASCII characters for text input.
1310
// - with glfw you can get those from the callback set in glfwSetCharCallback()
1311
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
1312
// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
1313
void ImGuiIO::AddInputCharacter(unsigned int c)
1314
0
{
1315
0
    IM_ASSERT(Ctx != NULL);
1316
0
    ImGuiContext& g = *Ctx;
1317
0
    if (c == 0 || !AppAcceptingEvents)
1318
0
        return;
1319
1320
0
    ImGuiInputEvent e;
1321
0
    e.Type = ImGuiInputEventType_Text;
1322
0
    e.Source = ImGuiInputSource_Keyboard;
1323
0
    e.EventId = g.InputEventsNextEventId++;
1324
0
    e.Text.Char = c;
1325
0
    g.InputEventsQueue.push_back(e);
1326
0
}
1327
1328
// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
1329
// we should save the high surrogate.
1330
void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
1331
0
{
1332
0
    if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)
1333
0
        return;
1334
1335
0
    if ((c & 0xFC00) == 0xD800) // High surrogate, must save
1336
0
    {
1337
0
        if (InputQueueSurrogate != 0)
1338
0
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1339
0
        InputQueueSurrogate = c;
1340
0
        return;
1341
0
    }
1342
1343
0
    ImWchar cp = c;
1344
0
    if (InputQueueSurrogate != 0)
1345
0
    {
1346
0
        if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
1347
0
        {
1348
0
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1349
0
        }
1350
0
        else
1351
0
        {
1352
0
#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF
1353
0
            cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar
1354
#else
1355
            cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
1356
#endif
1357
0
        }
1358
1359
0
        InputQueueSurrogate = 0;
1360
0
    }
1361
0
    AddInputCharacter((unsigned)cp);
1362
0
}
1363
1364
void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
1365
0
{
1366
0
    if (!AppAcceptingEvents)
1367
0
        return;
1368
0
    while (*utf8_chars != 0)
1369
0
    {
1370
0
        unsigned int c = 0;
1371
0
        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
1372
0
        AddInputCharacter(c);
1373
0
    }
1374
0
}
1375
1376
// FIXME: Perhaps we could clear queued events as well?
1377
void ImGuiIO::ClearInputCharacters()
1378
0
{
1379
0
    InputQueueCharacters.resize(0);
1380
0
}
1381
1382
// FIXME: Perhaps we could clear queued events as well?
1383
void ImGuiIO::ClearInputKeys()
1384
0
{
1385
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1386
    memset(KeysDown, 0, sizeof(KeysDown));
1387
#endif
1388
0
    for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
1389
0
    {
1390
0
        KeysData[n].Down             = false;
1391
0
        KeysData[n].DownDuration     = -1.0f;
1392
0
        KeysData[n].DownDurationPrev = -1.0f;
1393
0
    }
1394
0
    KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
1395
0
    KeyMods = ImGuiMod_None;
1396
0
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1397
0
    for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
1398
0
    {
1399
0
        MouseDown[n] = false;
1400
0
        MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
1401
0
    }
1402
0
    MouseWheel = MouseWheelH = 0.0f;
1403
0
}
1404
1405
static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)
1406
0
{
1407
0
    ImGuiContext& g = *ctx;
1408
0
    for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
1409
0
    {
1410
0
        ImGuiInputEvent* e = &g.InputEventsQueue[n];
1411
0
        if (e->Type != type)
1412
0
            continue;
1413
0
        if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
1414
0
            continue;
1415
0
        if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
1416
0
            continue;
1417
0
        return e;
1418
0
    }
1419
0
    return NULL;
1420
0
}
1421
1422
// Queue a new key down/up event.
1423
// - ImGuiKey key:       Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
1424
// - bool down:          Is the key down? use false to signify a key release.
1425
// - float analog_value: 0.0f..1.0f
1426
// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE.
1427
// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULLFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT.
1428
void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
1429
0
{
1430
    //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
1431
0
    IM_ASSERT(Ctx != NULL);
1432
0
    if (key == ImGuiKey_None || !AppAcceptingEvents)
1433
0
        return;
1434
0
    ImGuiContext& g = *Ctx;
1435
0
    IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
1436
0
    IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
1437
0
    IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself)
1438
1439
    // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
1440
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1441
    IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1442
    if (BackendUsingLegacyKeyArrays == -1)
1443
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
1444
            IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1445
    BackendUsingLegacyKeyArrays = 0;
1446
#endif
1447
0
    if (ImGui::IsGamepadKey(key))
1448
0
        BackendUsingLegacyNavInputArray = false;
1449
1450
    // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
1451
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);
1452
0
    const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key);
1453
0
    const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
1454
0
    const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
1455
0
    if (latest_key_down == down && latest_key_analog == analog_value)
1456
0
        return;
1457
1458
    // Add event
1459
0
    ImGuiInputEvent e;
1460
0
    e.Type = ImGuiInputEventType_Key;
1461
0
    e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;
1462
0
    e.EventId = g.InputEventsNextEventId++;
1463
0
    e.Key.Key = key;
1464
0
    e.Key.Down = down;
1465
0
    e.Key.AnalogValue = analog_value;
1466
0
    g.InputEventsQueue.push_back(e);
1467
0
}
1468
1469
void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
1470
0
{
1471
0
    if (!AppAcceptingEvents)
1472
0
        return;
1473
0
    AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
1474
0
}
1475
1476
// [Optional] Call after AddKeyEvent().
1477
// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
1478
// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.
1479
void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
1480
0
{
1481
0
    if (key == ImGuiKey_None)
1482
0
        return;
1483
0
    IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
1484
0
    IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
1485
0
    IM_UNUSED(native_keycode);  // Yet unused
1486
0
    IM_UNUSED(native_scancode); // Yet unused
1487
1488
    // Build native->imgui map so old user code can still call key functions with native 0..511 values.
1489
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1490
    const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
1491
    if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
1492
        return;
1493
    KeyMap[legacy_key] = key;
1494
    KeyMap[key] = legacy_key;
1495
#else
1496
0
    IM_UNUSED(key);
1497
0
    IM_UNUSED(native_legacy_index);
1498
0
#endif
1499
0
}
1500
1501
// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
1502
void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
1503
0
{
1504
0
    AppAcceptingEvents = accepting_events;
1505
0
}
1506
1507
// Queue a mouse move event
1508
void ImGuiIO::AddMousePosEvent(float x, float y)
1509
0
{
1510
0
    IM_ASSERT(Ctx != NULL);
1511
0
    ImGuiContext& g = *Ctx;
1512
0
    if (!AppAcceptingEvents)
1513
0
        return;
1514
1515
    // Apply same flooring as UpdateMouseInputs()
1516
0
    ImVec2 pos((x > -FLT_MAX) ? ImFloorSigned(x) : x, (y > -FLT_MAX) ? ImFloorSigned(y) : y);
1517
1518
    // Filter duplicate
1519
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);
1520
0
    const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
1521
0
    if (latest_pos.x == pos.x && latest_pos.y == pos.y)
1522
0
        return;
1523
1524
0
    ImGuiInputEvent e;
1525
0
    e.Type = ImGuiInputEventType_MousePos;
1526
0
    e.Source = ImGuiInputSource_Mouse;
1527
0
    e.EventId = g.InputEventsNextEventId++;
1528
0
    e.MousePos.PosX = pos.x;
1529
0
    e.MousePos.PosY = pos.y;
1530
0
    e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
1531
0
    g.InputEventsQueue.push_back(e);
1532
0
}
1533
1534
void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
1535
0
{
1536
0
    IM_ASSERT(Ctx != NULL);
1537
0
    ImGuiContext& g = *Ctx;
1538
0
    IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
1539
0
    if (!AppAcceptingEvents)
1540
0
        return;
1541
1542
    // Filter duplicate
1543
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button);
1544
0
    const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
1545
0
    if (latest_button_down == down)
1546
0
        return;
1547
1548
0
    ImGuiInputEvent e;
1549
0
    e.Type = ImGuiInputEventType_MouseButton;
1550
0
    e.Source = ImGuiInputSource_Mouse;
1551
0
    e.EventId = g.InputEventsNextEventId++;
1552
0
    e.MouseButton.Button = mouse_button;
1553
0
    e.MouseButton.Down = down;
1554
0
    e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
1555
0
    g.InputEventsQueue.push_back(e);
1556
0
}
1557
1558
// Queue a mouse wheel event (some mouse/API may only have a Y component)
1559
void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
1560
0
{
1561
0
    IM_ASSERT(Ctx != NULL);
1562
0
    ImGuiContext& g = *Ctx;
1563
1564
    // Filter duplicate (unlike most events, wheel values are relative and easy to filter)
1565
0
    if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
1566
0
        return;
1567
1568
0
    ImGuiInputEvent e;
1569
0
    e.Type = ImGuiInputEventType_MouseWheel;
1570
0
    e.Source = ImGuiInputSource_Mouse;
1571
0
    e.EventId = g.InputEventsNextEventId++;
1572
0
    e.MouseWheel.WheelX = wheel_x;
1573
0
    e.MouseWheel.WheelY = wheel_y;
1574
0
    e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
1575
0
    g.InputEventsQueue.push_back(e);
1576
0
}
1577
1578
// This is not a real event, the data is latched in order to be stored in actual Mouse events.
1579
// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes.
1580
void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source)
1581
0
{
1582
0
    IM_ASSERT(Ctx != NULL);
1583
0
    ImGuiContext& g = *Ctx;
1584
0
    g.InputEventsNextMouseSource = source;
1585
0
}
1586
1587
void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id)
1588
0
{
1589
0
    IM_ASSERT(Ctx != NULL);
1590
0
    ImGuiContext& g = *Ctx;
1591
    //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport);
1592
0
    if (!AppAcceptingEvents)
1593
0
        return;
1594
1595
    // Filter duplicate
1596
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport);
1597
0
    const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport;
1598
0
    if (latest_viewport_id == viewport_id)
1599
0
        return;
1600
1601
0
    ImGuiInputEvent e;
1602
0
    e.Type = ImGuiInputEventType_MouseViewport;
1603
0
    e.Source = ImGuiInputSource_Mouse;
1604
0
    e.MouseViewport.HoveredViewportID = viewport_id;
1605
0
    g.InputEventsQueue.push_back(e);
1606
0
}
1607
1608
void ImGuiIO::AddFocusEvent(bool focused)
1609
0
{
1610
0
    IM_ASSERT(Ctx != NULL);
1611
0
    ImGuiContext& g = *Ctx;
1612
1613
    // Filter duplicate
1614
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus);
1615
0
    const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
1616
0
    if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused))
1617
0
        return;
1618
1619
0
    ImGuiInputEvent e;
1620
0
    e.Type = ImGuiInputEventType_Focus;
1621
0
    e.EventId = g.InputEventsNextEventId++;
1622
0
    e.AppFocused.Focused = focused;
1623
0
    g.InputEventsQueue.push_back(e);
1624
0
}
1625
1626
//-----------------------------------------------------------------------------
1627
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
1628
//-----------------------------------------------------------------------------
1629
1630
ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
1631
0
{
1632
0
    IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
1633
0
    ImVec2 p_last = p1;
1634
0
    ImVec2 p_closest;
1635
0
    float p_closest_dist2 = FLT_MAX;
1636
0
    float t_step = 1.0f / (float)num_segments;
1637
0
    for (int i_step = 1; i_step <= num_segments; i_step++)
1638
0
    {
1639
0
        ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
1640
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1641
0
        float dist2 = ImLengthSqr(p - p_line);
1642
0
        if (dist2 < p_closest_dist2)
1643
0
        {
1644
0
            p_closest = p_line;
1645
0
            p_closest_dist2 = dist2;
1646
0
        }
1647
0
        p_last = p_current;
1648
0
    }
1649
0
    return p_closest;
1650
0
}
1651
1652
// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
1653
static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
1654
0
{
1655
0
    float dx = x4 - x1;
1656
0
    float dy = y4 - y1;
1657
0
    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
1658
0
    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
1659
0
    d2 = (d2 >= 0) ? d2 : -d2;
1660
0
    d3 = (d3 >= 0) ? d3 : -d3;
1661
0
    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
1662
0
    {
1663
0
        ImVec2 p_current(x4, y4);
1664
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1665
0
        float dist2 = ImLengthSqr(p - p_line);
1666
0
        if (dist2 < p_closest_dist2)
1667
0
        {
1668
0
            p_closest = p_line;
1669
0
            p_closest_dist2 = dist2;
1670
0
        }
1671
0
        p_last = p_current;
1672
0
    }
1673
0
    else if (level < 10)
1674
0
    {
1675
0
        float x12 = (x1 + x2)*0.5f,       y12 = (y1 + y2)*0.5f;
1676
0
        float x23 = (x2 + x3)*0.5f,       y23 = (y2 + y3)*0.5f;
1677
0
        float x34 = (x3 + x4)*0.5f,       y34 = (y3 + y4)*0.5f;
1678
0
        float x123 = (x12 + x23)*0.5f,    y123 = (y12 + y23)*0.5f;
1679
0
        float x234 = (x23 + x34)*0.5f,    y234 = (y23 + y34)*0.5f;
1680
0
        float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
1681
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
1682
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
1683
0
    }
1684
0
}
1685
1686
// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
1687
// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
1688
ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
1689
0
{
1690
0
    IM_ASSERT(tess_tol > 0.0f);
1691
0
    ImVec2 p_last = p1;
1692
0
    ImVec2 p_closest;
1693
0
    float p_closest_dist2 = FLT_MAX;
1694
0
    ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
1695
0
    return p_closest;
1696
0
}
1697
1698
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
1699
0
{
1700
0
    ImVec2 ap = p - a;
1701
0
    ImVec2 ab_dir = b - a;
1702
0
    float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
1703
0
    if (dot < 0.0f)
1704
0
        return a;
1705
0
    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
1706
0
    if (dot > ab_len_sqr)
1707
0
        return b;
1708
0
    return a + ab_dir * dot / ab_len_sqr;
1709
0
}
1710
1711
bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1712
0
{
1713
0
    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
1714
0
    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
1715
0
    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
1716
0
    return ((b1 == b2) && (b2 == b3));
1717
0
}
1718
1719
void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
1720
0
{
1721
0
    ImVec2 v0 = b - a;
1722
0
    ImVec2 v1 = c - a;
1723
0
    ImVec2 v2 = p - a;
1724
0
    const float denom = v0.x * v1.y - v1.x * v0.y;
1725
0
    out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
1726
0
    out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
1727
0
    out_u = 1.0f - out_v - out_w;
1728
0
}
1729
1730
ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1731
0
{
1732
0
    ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
1733
0
    ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
1734
0
    ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
1735
0
    float dist2_ab = ImLengthSqr(p - proj_ab);
1736
0
    float dist2_bc = ImLengthSqr(p - proj_bc);
1737
0
    float dist2_ca = ImLengthSqr(p - proj_ca);
1738
0
    float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
1739
0
    if (m == dist2_ab)
1740
0
        return proj_ab;
1741
0
    if (m == dist2_bc)
1742
0
        return proj_bc;
1743
0
    return proj_ca;
1744
0
}
1745
1746
//-----------------------------------------------------------------------------
1747
// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
1748
//-----------------------------------------------------------------------------
1749
1750
// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
1751
int ImStricmp(const char* str1, const char* str2)
1752
0
{
1753
0
    int d;
1754
0
    while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
1755
0
    return d;
1756
0
}
1757
1758
int ImStrnicmp(const char* str1, const char* str2, size_t count)
1759
0
{
1760
0
    int d = 0;
1761
0
    while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
1762
0
    return d;
1763
0
}
1764
1765
void ImStrncpy(char* dst, const char* src, size_t count)
1766
0
{
1767
0
    if (count < 1)
1768
0
        return;
1769
0
    if (count > 1)
1770
0
        strncpy(dst, src, count - 1);
1771
0
    dst[count - 1] = 0;
1772
0
}
1773
1774
char* ImStrdup(const char* str)
1775
0
{
1776
0
    size_t len = strlen(str);
1777
0
    void* buf = IM_ALLOC(len + 1);
1778
0
    return (char*)memcpy(buf, (const void*)str, len + 1);
1779
0
}
1780
1781
char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
1782
0
{
1783
0
    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
1784
0
    size_t src_size = strlen(src) + 1;
1785
0
    if (dst_buf_size < src_size)
1786
0
    {
1787
0
        IM_FREE(dst);
1788
0
        dst = (char*)IM_ALLOC(src_size);
1789
0
        if (p_dst_size)
1790
0
            *p_dst_size = src_size;
1791
0
    }
1792
0
    return (char*)memcpy(dst, (const void*)src, src_size);
1793
0
}
1794
1795
const char* ImStrchrRange(const char* str, const char* str_end, char c)
1796
0
{
1797
0
    const char* p = (const char*)memchr(str, (int)c, str_end - str);
1798
0
    return p;
1799
0
}
1800
1801
int ImStrlenW(const ImWchar* str)
1802
0
{
1803
    //return (int)wcslen((const wchar_t*)str);  // FIXME-OPT: Could use this when wchar_t are 16-bit
1804
0
    int n = 0;
1805
0
    while (*str++) n++;
1806
0
    return n;
1807
0
}
1808
1809
// Find end-of-line. Return pointer will point to either first \n, either str_end.
1810
const char* ImStreolRange(const char* str, const char* str_end)
1811
0
{
1812
0
    const char* p = (const char*)memchr(str, '\n', str_end - str);
1813
0
    return p ? p : str_end;
1814
0
}
1815
1816
const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
1817
0
{
1818
0
    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
1819
0
        buf_mid_line--;
1820
0
    return buf_mid_line;
1821
0
}
1822
1823
const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
1824
0
{
1825
0
    if (!needle_end)
1826
0
        needle_end = needle + strlen(needle);
1827
1828
0
    const char un0 = (char)ImToUpper(*needle);
1829
0
    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
1830
0
    {
1831
0
        if (ImToUpper(*haystack) == un0)
1832
0
        {
1833
0
            const char* b = needle + 1;
1834
0
            for (const char* a = haystack + 1; b < needle_end; a++, b++)
1835
0
                if (ImToUpper(*a) != ImToUpper(*b))
1836
0
                    break;
1837
0
            if (b == needle_end)
1838
0
                return haystack;
1839
0
        }
1840
0
        haystack++;
1841
0
    }
1842
0
    return NULL;
1843
0
}
1844
1845
// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
1846
void ImStrTrimBlanks(char* buf)
1847
0
{
1848
0
    char* p = buf;
1849
0
    while (p[0] == ' ' || p[0] == '\t')     // Leading blanks
1850
0
        p++;
1851
0
    char* p_start = p;
1852
0
    while (*p != 0)                         // Find end of string
1853
0
        p++;
1854
0
    while (p > p_start && (p[-1] == ' ' || p[-1] == '\t'))  // Trailing blanks
1855
0
        p--;
1856
0
    if (p_start != buf)                     // Copy memory if we had leading blanks
1857
0
        memmove(buf, p_start, p - p_start);
1858
0
    buf[p - p_start] = 0;                   // Zero terminate
1859
0
}
1860
1861
const char* ImStrSkipBlank(const char* str)
1862
0
{
1863
0
    while (str[0] == ' ' || str[0] == '\t')
1864
0
        str++;
1865
0
    return str;
1866
0
}
1867
1868
// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
1869
// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
1870
// B) When buf==NULL vsnprintf() will return the output size.
1871
#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1872
1873
// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
1874
// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1875
// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
1876
// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
1877
#ifdef IMGUI_USE_STB_SPRINTF
1878
#define STB_SPRINTF_IMPLEMENTATION
1879
#ifdef IMGUI_STB_SPRINTF_FILENAME
1880
#include IMGUI_STB_SPRINTF_FILENAME
1881
#else
1882
#include "stb_sprintf.h"
1883
#endif
1884
#endif
1885
1886
#if defined(_MSC_VER) && !defined(vsnprintf)
1887
#define vsnprintf _vsnprintf
1888
#endif
1889
1890
int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
1891
0
{
1892
0
    va_list args;
1893
0
    va_start(args, fmt);
1894
#ifdef IMGUI_USE_STB_SPRINTF
1895
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1896
#else
1897
0
    int w = vsnprintf(buf, buf_size, fmt, args);
1898
0
#endif
1899
0
    va_end(args);
1900
0
    if (buf == NULL)
1901
0
        return w;
1902
0
    if (w == -1 || w >= (int)buf_size)
1903
0
        w = (int)buf_size - 1;
1904
0
    buf[w] = 0;
1905
0
    return w;
1906
0
}
1907
1908
int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
1909
0
{
1910
#ifdef IMGUI_USE_STB_SPRINTF
1911
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1912
#else
1913
0
    int w = vsnprintf(buf, buf_size, fmt, args);
1914
0
#endif
1915
0
    if (buf == NULL)
1916
0
        return w;
1917
0
    if (w == -1 || w >= (int)buf_size)
1918
0
        w = (int)buf_size - 1;
1919
0
    buf[w] = 0;
1920
0
    return w;
1921
0
}
1922
#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1923
1924
void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)
1925
0
{
1926
0
    ImGuiContext& g = *GImGui;
1927
0
    va_list args;
1928
0
    va_start(args, fmt);
1929
0
    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
1930
0
    {
1931
0
        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
1932
0
        *out_buf = buf;
1933
0
        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
1934
0
    }
1935
0
    else
1936
0
    {
1937
0
        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
1938
0
        *out_buf = g.TempBuffer.Data;
1939
0
        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
1940
0
    }
1941
0
    va_end(args);
1942
0
}
1943
1944
void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)
1945
0
{
1946
0
    ImGuiContext& g = *GImGui;
1947
0
    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
1948
0
    {
1949
0
        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
1950
0
        *out_buf = buf;
1951
0
        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
1952
0
    }
1953
0
    else
1954
0
    {
1955
0
        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
1956
0
        *out_buf = g.TempBuffer.Data;
1957
0
        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
1958
0
    }
1959
0
}
1960
1961
// CRC32 needs a 1KB lookup table (not cache friendly)
1962
// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
1963
// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
1964
static const ImU32 GCrc32LookupTable[256] =
1965
{
1966
    0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
1967
    0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
1968
    0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
1969
    0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
1970
    0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
1971
    0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
1972
    0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
1973
    0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
1974
    0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
1975
    0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
1976
    0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
1977
    0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
1978
    0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
1979
    0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
1980
    0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
1981
    0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
1982
};
1983
1984
// Known size hash
1985
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
1986
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
1987
ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
1988
0
{
1989
0
    ImU32 crc = ~seed;
1990
0
    const unsigned char* data = (const unsigned char*)data_p;
1991
0
    const ImU32* crc32_lut = GCrc32LookupTable;
1992
0
    while (data_size-- != 0)
1993
0
        crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
1994
0
    return ~crc;
1995
0
}
1996
1997
// Zero-terminated string hash, with support for ### to reset back to seed value
1998
// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
1999
// Because this syntax is rarely used we are optimizing for the common case.
2000
// - If we reach ### in the string we discard the hash so far and reset to the seed.
2001
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
2002
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2003
ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
2004
0
{
2005
0
    seed = ~seed;
2006
0
    ImU32 crc = seed;
2007
0
    const unsigned char* data = (const unsigned char*)data_p;
2008
0
    const ImU32* crc32_lut = GCrc32LookupTable;
2009
0
    if (data_size != 0)
2010
0
    {
2011
0
        while (data_size-- != 0)
2012
0
        {
2013
0
            unsigned char c = *data++;
2014
0
            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
2015
0
                crc = seed;
2016
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2017
0
        }
2018
0
    }
2019
0
    else
2020
0
    {
2021
0
        while (unsigned char c = *data++)
2022
0
        {
2023
0
            if (c == '#' && data[0] == '#' && data[1] == '#')
2024
0
                crc = seed;
2025
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2026
0
        }
2027
0
    }
2028
0
    return ~crc;
2029
0
}
2030
2031
//-----------------------------------------------------------------------------
2032
// [SECTION] MISC HELPERS/UTILITIES (File functions)
2033
//-----------------------------------------------------------------------------
2034
2035
// Default file functions
2036
#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2037
2038
ImFileHandle ImFileOpen(const char* filename, const char* mode)
2039
0
{
2040
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
2041
    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
2042
    // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
2043
    const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
2044
    const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
2045
    ImVector<wchar_t> buf;
2046
    buf.resize(filename_wsize + mode_wsize);
2047
    ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize);
2048
    ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize);
2049
    return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]);
2050
#else
2051
0
    return fopen(filename, mode);
2052
0
#endif
2053
0
}
2054
2055
// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.
2056
0
bool    ImFileClose(ImFileHandle f)     { return fclose(f) == 0; }
2057
0
ImU64   ImFileGetSize(ImFileHandle f)   { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }
2058
0
ImU64   ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f)           { return fread(data, (size_t)sz, (size_t)count, f); }
2059
0
ImU64   ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)    { return fwrite(data, (size_t)sz, (size_t)count, f); }
2060
#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2061
2062
// Helper: Load file content into memory
2063
// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
2064
// This can't really be used with "rt" because fseek size won't match read size.
2065
void*   ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
2066
0
{
2067
0
    IM_ASSERT(filename && mode);
2068
0
    if (out_file_size)
2069
0
        *out_file_size = 0;
2070
2071
0
    ImFileHandle f;
2072
0
    if ((f = ImFileOpen(filename, mode)) == NULL)
2073
0
        return NULL;
2074
2075
0
    size_t file_size = (size_t)ImFileGetSize(f);
2076
0
    if (file_size == (size_t)-1)
2077
0
    {
2078
0
        ImFileClose(f);
2079
0
        return NULL;
2080
0
    }
2081
2082
0
    void* file_data = IM_ALLOC(file_size + padding_bytes);
2083
0
    if (file_data == NULL)
2084
0
    {
2085
0
        ImFileClose(f);
2086
0
        return NULL;
2087
0
    }
2088
0
    if (ImFileRead(file_data, 1, file_size, f) != file_size)
2089
0
    {
2090
0
        ImFileClose(f);
2091
0
        IM_FREE(file_data);
2092
0
        return NULL;
2093
0
    }
2094
0
    if (padding_bytes > 0)
2095
0
        memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
2096
2097
0
    ImFileClose(f);
2098
0
    if (out_file_size)
2099
0
        *out_file_size = file_size;
2100
2101
0
    return file_data;
2102
0
}
2103
2104
//-----------------------------------------------------------------------------
2105
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
2106
//-----------------------------------------------------------------------------
2107
2108
IM_MSVC_RUNTIME_CHECKS_OFF
2109
2110
// Convert UTF-8 to 32-bit character, process single character input.
2111
// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
2112
// We handle UTF-8 decoding error by skipping forward.
2113
int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
2114
0
{
2115
0
    static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };
2116
0
    static const int masks[]  = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
2117
0
    static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
2118
0
    static const int shiftc[] = { 0, 18, 12, 6, 0 };
2119
0
    static const int shifte[] = { 0, 6, 4, 2, 0 };
2120
0
    int len = lengths[*(const unsigned char*)in_text >> 3];
2121
0
    int wanted = len + (len ? 0 : 1);
2122
2123
0
    if (in_text_end == NULL)
2124
0
        in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
2125
2126
    // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
2127
    // so it is fast even with excessive branching.
2128
0
    unsigned char s[4];
2129
0
    s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
2130
0
    s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
2131
0
    s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
2132
0
    s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
2133
2134
    // Assume a four-byte character and load four bytes. Unused bits are shifted out.
2135
0
    *out_char  = (uint32_t)(s[0] & masks[len]) << 18;
2136
0
    *out_char |= (uint32_t)(s[1] & 0x3f) << 12;
2137
0
    *out_char |= (uint32_t)(s[2] & 0x3f) <<  6;
2138
0
    *out_char |= (uint32_t)(s[3] & 0x3f) <<  0;
2139
0
    *out_char >>= shiftc[len];
2140
2141
    // Accumulate the various error conditions.
2142
0
    int e = 0;
2143
0
    e  = (*out_char < mins[len]) << 6; // non-canonical encoding
2144
0
    e |= ((*out_char >> 11) == 0x1b) << 7;  // surrogate half?
2145
0
    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range?
2146
0
    e |= (s[1] & 0xc0) >> 2;
2147
0
    e |= (s[2] & 0xc0) >> 4;
2148
0
    e |= (s[3]       ) >> 6;
2149
0
    e ^= 0x2a; // top two bits of each tail byte correct?
2150
0
    e >>= shifte[len];
2151
2152
0
    if (e)
2153
0
    {
2154
        // No bytes are consumed when *in_text == 0 || in_text == in_text_end.
2155
        // One byte is consumed in case of invalid first byte of in_text.
2156
        // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
2157
        // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
2158
0
        wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
2159
0
        *out_char = IM_UNICODE_CODEPOINT_INVALID;
2160
0
    }
2161
2162
0
    return wanted;
2163
0
}
2164
2165
int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
2166
0
{
2167
0
    ImWchar* buf_out = buf;
2168
0
    ImWchar* buf_end = buf + buf_size;
2169
0
    while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2170
0
    {
2171
0
        unsigned int c;
2172
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2173
0
        *buf_out++ = (ImWchar)c;
2174
0
    }
2175
0
    *buf_out = 0;
2176
0
    if (in_text_remaining)
2177
0
        *in_text_remaining = in_text;
2178
0
    return (int)(buf_out - buf);
2179
0
}
2180
2181
int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
2182
0
{
2183
0
    int char_count = 0;
2184
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2185
0
    {
2186
0
        unsigned int c;
2187
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2188
0
        char_count++;
2189
0
    }
2190
0
    return char_count;
2191
0
}
2192
2193
// Based on stb_to_utf8() from github.com/nothings/stb/
2194
static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)
2195
0
{
2196
0
    if (c < 0x80)
2197
0
    {
2198
0
        buf[0] = (char)c;
2199
0
        return 1;
2200
0
    }
2201
0
    if (c < 0x800)
2202
0
    {
2203
0
        if (buf_size < 2) return 0;
2204
0
        buf[0] = (char)(0xc0 + (c >> 6));
2205
0
        buf[1] = (char)(0x80 + (c & 0x3f));
2206
0
        return 2;
2207
0
    }
2208
0
    if (c < 0x10000)
2209
0
    {
2210
0
        if (buf_size < 3) return 0;
2211
0
        buf[0] = (char)(0xe0 + (c >> 12));
2212
0
        buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
2213
0
        buf[2] = (char)(0x80 + ((c ) & 0x3f));
2214
0
        return 3;
2215
0
    }
2216
0
    if (c <= 0x10FFFF)
2217
0
    {
2218
0
        if (buf_size < 4) return 0;
2219
0
        buf[0] = (char)(0xf0 + (c >> 18));
2220
0
        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
2221
0
        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
2222
0
        buf[3] = (char)(0x80 + ((c ) & 0x3f));
2223
0
        return 4;
2224
0
    }
2225
    // Invalid code point, the max unicode is 0x10FFFF
2226
0
    return 0;
2227
0
}
2228
2229
const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)
2230
0
{
2231
0
    int count = ImTextCharToUtf8_inline(out_buf, 5, c);
2232
0
    out_buf[count] = 0;
2233
0
    return out_buf;
2234
0
}
2235
2236
// Not optimal but we very rarely use this function.
2237
int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
2238
0
{
2239
0
    unsigned int unused = 0;
2240
0
    return ImTextCharFromUtf8(&unused, in_text, in_text_end);
2241
0
}
2242
2243
static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
2244
0
{
2245
0
    if (c < 0x80) return 1;
2246
0
    if (c < 0x800) return 2;
2247
0
    if (c < 0x10000) return 3;
2248
0
    if (c <= 0x10FFFF) return 4;
2249
0
    return 3;
2250
0
}
2251
2252
int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
2253
0
{
2254
0
    char* buf_p = out_buf;
2255
0
    const char* buf_end = out_buf + out_buf_size;
2256
0
    while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2257
0
    {
2258
0
        unsigned int c = (unsigned int)(*in_text++);
2259
0
        if (c < 0x80)
2260
0
            *buf_p++ = (char)c;
2261
0
        else
2262
0
            buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);
2263
0
    }
2264
0
    *buf_p = 0;
2265
0
    return (int)(buf_p - out_buf);
2266
0
}
2267
2268
int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
2269
0
{
2270
0
    int bytes_count = 0;
2271
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2272
0
    {
2273
0
        unsigned int c = (unsigned int)(*in_text++);
2274
0
        if (c < 0x80)
2275
0
            bytes_count++;
2276
0
        else
2277
0
            bytes_count += ImTextCountUtf8BytesFromChar(c);
2278
0
    }
2279
0
    return bytes_count;
2280
0
}
2281
IM_MSVC_RUNTIME_CHECKS_RESTORE
2282
2283
//-----------------------------------------------------------------------------
2284
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
2285
// Note: The Convert functions are early design which are not consistent with other API.
2286
//-----------------------------------------------------------------------------
2287
2288
IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
2289
0
{
2290
0
    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
2291
0
    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
2292
0
    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
2293
0
    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
2294
0
    return IM_COL32(r, g, b, 0xFF);
2295
0
}
2296
2297
ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
2298
0
{
2299
0
    float s = 1.0f / 255.0f;
2300
0
    return ImVec4(
2301
0
        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
2302
0
        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
2303
0
        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
2304
0
        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
2305
0
}
2306
2307
ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
2308
0
{
2309
0
    ImU32 out;
2310
0
    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
2311
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
2312
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
2313
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
2314
0
    return out;
2315
0
}
2316
2317
// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
2318
// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
2319
void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
2320
0
{
2321
0
    float K = 0.f;
2322
0
    if (g < b)
2323
0
    {
2324
0
        ImSwap(g, b);
2325
0
        K = -1.f;
2326
0
    }
2327
0
    if (r < g)
2328
0
    {
2329
0
        ImSwap(r, g);
2330
0
        K = -2.f / 6.f - K;
2331
0
    }
2332
2333
0
    const float chroma = r - (g < b ? g : b);
2334
0
    out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
2335
0
    out_s = chroma / (r + 1e-20f);
2336
0
    out_v = r;
2337
0
}
2338
2339
// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
2340
// also http://en.wikipedia.org/wiki/HSL_and_HSV
2341
void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
2342
0
{
2343
0
    if (s == 0.0f)
2344
0
    {
2345
        // gray
2346
0
        out_r = out_g = out_b = v;
2347
0
        return;
2348
0
    }
2349
2350
0
    h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
2351
0
    int   i = (int)h;
2352
0
    float f = h - (float)i;
2353
0
    float p = v * (1.0f - s);
2354
0
    float q = v * (1.0f - s * f);
2355
0
    float t = v * (1.0f - s * (1.0f - f));
2356
2357
0
    switch (i)
2358
0
    {
2359
0
    case 0: out_r = v; out_g = t; out_b = p; break;
2360
0
    case 1: out_r = q; out_g = v; out_b = p; break;
2361
0
    case 2: out_r = p; out_g = v; out_b = t; break;
2362
0
    case 3: out_r = p; out_g = q; out_b = v; break;
2363
0
    case 4: out_r = t; out_g = p; out_b = v; break;
2364
0
    case 5: default: out_r = v; out_g = p; out_b = q; break;
2365
0
    }
2366
0
}
2367
2368
//-----------------------------------------------------------------------------
2369
// [SECTION] ImGuiStorage
2370
// Helper: Key->value storage
2371
//-----------------------------------------------------------------------------
2372
2373
// std::lower_bound but without the bullshit
2374
static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)
2375
0
{
2376
0
    ImGuiStorage::ImGuiStoragePair* first = data.Data;
2377
0
    ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;
2378
0
    size_t count = (size_t)(last - first);
2379
0
    while (count > 0)
2380
0
    {
2381
0
        size_t count2 = count >> 1;
2382
0
        ImGuiStorage::ImGuiStoragePair* mid = first + count2;
2383
0
        if (mid->key < key)
2384
0
        {
2385
0
            first = ++mid;
2386
0
            count -= count2 + 1;
2387
0
        }
2388
0
        else
2389
0
        {
2390
0
            count = count2;
2391
0
        }
2392
0
    }
2393
0
    return first;
2394
0
}
2395
2396
// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2397
void ImGuiStorage::BuildSortByKey()
2398
0
{
2399
0
    struct StaticFunc
2400
0
    {
2401
0
        static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)
2402
0
        {
2403
            // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
2404
0
            if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;
2405
0
            if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;
2406
0
            return 0;
2407
0
        }
2408
0
    };
2409
0
    ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID);
2410
0
}
2411
2412
int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
2413
0
{
2414
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2415
0
    if (it == Data.end() || it->key != key)
2416
0
        return default_val;
2417
0
    return it->val_i;
2418
0
}
2419
2420
bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
2421
0
{
2422
0
    return GetInt(key, default_val ? 1 : 0) != 0;
2423
0
}
2424
2425
float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
2426
0
{
2427
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2428
0
    if (it == Data.end() || it->key != key)
2429
0
        return default_val;
2430
0
    return it->val_f;
2431
0
}
2432
2433
void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
2434
0
{
2435
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2436
0
    if (it == Data.end() || it->key != key)
2437
0
        return NULL;
2438
0
    return it->val_p;
2439
0
}
2440
2441
// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
2442
int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
2443
0
{
2444
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2445
0
    if (it == Data.end() || it->key != key)
2446
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2447
0
    return &it->val_i;
2448
0
}
2449
2450
bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
2451
0
{
2452
0
    return (bool*)GetIntRef(key, default_val ? 1 : 0);
2453
0
}
2454
2455
float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
2456
0
{
2457
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2458
0
    if (it == Data.end() || it->key != key)
2459
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2460
0
    return &it->val_f;
2461
0
}
2462
2463
void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
2464
0
{
2465
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2466
0
    if (it == Data.end() || it->key != key)
2467
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2468
0
    return &it->val_p;
2469
0
}
2470
2471
// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
2472
void ImGuiStorage::SetInt(ImGuiID key, int val)
2473
0
{
2474
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2475
0
    if (it == Data.end() || it->key != key)
2476
0
    {
2477
0
        Data.insert(it, ImGuiStoragePair(key, val));
2478
0
        return;
2479
0
    }
2480
0
    it->val_i = val;
2481
0
}
2482
2483
void ImGuiStorage::SetBool(ImGuiID key, bool val)
2484
0
{
2485
0
    SetInt(key, val ? 1 : 0);
2486
0
}
2487
2488
void ImGuiStorage::SetFloat(ImGuiID key, float val)
2489
0
{
2490
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2491
0
    if (it == Data.end() || it->key != key)
2492
0
    {
2493
0
        Data.insert(it, ImGuiStoragePair(key, val));
2494
0
        return;
2495
0
    }
2496
0
    it->val_f = val;
2497
0
}
2498
2499
void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
2500
0
{
2501
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2502
0
    if (it == Data.end() || it->key != key)
2503
0
    {
2504
0
        Data.insert(it, ImGuiStoragePair(key, val));
2505
0
        return;
2506
0
    }
2507
0
    it->val_p = val;
2508
0
}
2509
2510
void ImGuiStorage::SetAllInt(int v)
2511
0
{
2512
0
    for (int i = 0; i < Data.Size; i++)
2513
0
        Data[i].val_i = v;
2514
0
}
2515
2516
//-----------------------------------------------------------------------------
2517
// [SECTION] ImGuiTextFilter
2518
//-----------------------------------------------------------------------------
2519
2520
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2521
ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077
2522
0
{
2523
0
    InputBuf[0] = 0;
2524
0
    CountGrep = 0;
2525
0
    if (default_filter)
2526
0
    {
2527
0
        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
2528
0
        Build();
2529
0
    }
2530
0
}
2531
2532
bool ImGuiTextFilter::Draw(const char* label, float width)
2533
0
{
2534
0
    if (width != 0.0f)
2535
0
        ImGui::SetNextItemWidth(width);
2536
0
    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
2537
0
    if (value_changed)
2538
0
        Build();
2539
0
    return value_changed;
2540
0
}
2541
2542
void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const
2543
0
{
2544
0
    out->resize(0);
2545
0
    const char* wb = b;
2546
0
    const char* we = wb;
2547
0
    while (we < e)
2548
0
    {
2549
0
        if (*we == separator)
2550
0
        {
2551
0
            out->push_back(ImGuiTextRange(wb, we));
2552
0
            wb = we + 1;
2553
0
        }
2554
0
        we++;
2555
0
    }
2556
0
    if (wb != we)
2557
0
        out->push_back(ImGuiTextRange(wb, we));
2558
0
}
2559
2560
void ImGuiTextFilter::Build()
2561
0
{
2562
0
    Filters.resize(0);
2563
0
    ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
2564
0
    input_range.split(',', &Filters);
2565
2566
0
    CountGrep = 0;
2567
0
    for (int i = 0; i != Filters.Size; i++)
2568
0
    {
2569
0
        ImGuiTextRange& f = Filters[i];
2570
0
        while (f.b < f.e && ImCharIsBlankA(f.b[0]))
2571
0
            f.b++;
2572
0
        while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
2573
0
            f.e--;
2574
0
        if (f.empty())
2575
0
            continue;
2576
0
        if (Filters[i].b[0] != '-')
2577
0
            CountGrep += 1;
2578
0
    }
2579
0
}
2580
2581
bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
2582
0
{
2583
0
    if (Filters.empty())
2584
0
        return true;
2585
2586
0
    if (text == NULL)
2587
0
        text = "";
2588
2589
0
    for (int i = 0; i != Filters.Size; i++)
2590
0
    {
2591
0
        const ImGuiTextRange& f = Filters[i];
2592
0
        if (f.empty())
2593
0
            continue;
2594
0
        if (f.b[0] == '-')
2595
0
        {
2596
            // Subtract
2597
0
            if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
2598
0
                return false;
2599
0
        }
2600
0
        else
2601
0
        {
2602
            // Grep
2603
0
            if (ImStristr(text, text_end, f.b, f.e) != NULL)
2604
0
                return true;
2605
0
        }
2606
0
    }
2607
2608
    // Implicit * grep
2609
0
    if (CountGrep == 0)
2610
0
        return true;
2611
2612
0
    return false;
2613
0
}
2614
2615
//-----------------------------------------------------------------------------
2616
// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
2617
//-----------------------------------------------------------------------------
2618
2619
// On some platform vsnprintf() takes va_list by reference and modifies it.
2620
// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
2621
#ifndef va_copy
2622
#if defined(__GNUC__) || defined(__clang__)
2623
#define va_copy(dest, src) __builtin_va_copy(dest, src)
2624
#else
2625
#define va_copy(dest, src) (dest = src)
2626
#endif
2627
#endif
2628
2629
char ImGuiTextBuffer::EmptyString[1] = { 0 };
2630
2631
void ImGuiTextBuffer::append(const char* str, const char* str_end)
2632
0
{
2633
0
    int len = str_end ? (int)(str_end - str) : (int)strlen(str);
2634
2635
    // Add zero-terminator the first time
2636
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2637
0
    const int needed_sz = write_off + len;
2638
0
    if (write_off + len >= Buf.Capacity)
2639
0
    {
2640
0
        int new_capacity = Buf.Capacity * 2;
2641
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2642
0
    }
2643
2644
0
    Buf.resize(needed_sz);
2645
0
    memcpy(&Buf[write_off - 1], str, (size_t)len);
2646
0
    Buf[write_off - 1 + len] = 0;
2647
0
}
2648
2649
void ImGuiTextBuffer::appendf(const char* fmt, ...)
2650
0
{
2651
0
    va_list args;
2652
0
    va_start(args, fmt);
2653
0
    appendfv(fmt, args);
2654
0
    va_end(args);
2655
0
}
2656
2657
// Helper: Text buffer for logging/accumulating text
2658
void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
2659
0
{
2660
0
    va_list args_copy;
2661
0
    va_copy(args_copy, args);
2662
2663
0
    int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
2664
0
    if (len <= 0)
2665
0
    {
2666
0
        va_end(args_copy);
2667
0
        return;
2668
0
    }
2669
2670
    // Add zero-terminator the first time
2671
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2672
0
    const int needed_sz = write_off + len;
2673
0
    if (write_off + len >= Buf.Capacity)
2674
0
    {
2675
0
        int new_capacity = Buf.Capacity * 2;
2676
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2677
0
    }
2678
2679
0
    Buf.resize(needed_sz);
2680
0
    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
2681
0
    va_end(args_copy);
2682
0
}
2683
2684
void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
2685
0
{
2686
0
    IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
2687
0
    if (old_size == new_size)
2688
0
        return;
2689
0
    if (EndOffset == 0 || base[EndOffset - 1] == '\n')
2690
0
        LineOffsets.push_back(EndOffset);
2691
0
    const char* base_end = base + new_size;
2692
0
    for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )
2693
0
        if (++p < base_end) // Don't push a trailing offset on last \n
2694
0
            LineOffsets.push_back((int)(intptr_t)(p - base));
2695
0
    EndOffset = ImMax(EndOffset, new_size);
2696
0
}
2697
2698
//-----------------------------------------------------------------------------
2699
// [SECTION] ImGuiListClipper
2700
// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed
2701
// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO)
2702
//-----------------------------------------------------------------------------
2703
2704
// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
2705
// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
2706
static bool GetSkipItemForListClipping()
2707
0
{
2708
0
    ImGuiContext& g = *GImGui;
2709
0
    return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
2710
0
}
2711
2712
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2713
// Legacy helper to calculate coarse clipping of large list of evenly sized items.
2714
// This legacy API is not ideal because it assumes we will return a single contiguous rectangle.
2715
// Prefer using ImGuiListClipper which can returns non-contiguous ranges.
2716
void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
2717
{
2718
    ImGuiContext& g = *GImGui;
2719
    ImGuiWindow* window = g.CurrentWindow;
2720
    if (g.LogEnabled)
2721
    {
2722
        // If logging is active, do not perform any clipping
2723
        *out_items_display_start = 0;
2724
        *out_items_display_end = items_count;
2725
        return;
2726
    }
2727
    if (GetSkipItemForListClipping())
2728
    {
2729
        *out_items_display_start = *out_items_display_end = 0;
2730
        return;
2731
    }
2732
2733
    // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect
2734
    // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly.
2735
    ImRect rect = window->ClipRect;
2736
    if (g.NavMoveScoringItems)
2737
        rect.Add(g.NavScoringNoClipRect);
2738
    if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)
2739
        rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel
2740
2741
    const ImVec2 pos = window->DC.CursorPos;
2742
    int start = (int)((rect.Min.y - pos.y) / items_height);
2743
    int end = (int)((rect.Max.y - pos.y) / items_height);
2744
2745
    // When performing a navigation request, ensure we have one item extra in the direction we are moving to
2746
    // FIXME: Verify this works with tabbing
2747
    const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
2748
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up)
2749
        start--;
2750
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down)
2751
        end++;
2752
2753
    start = ImClamp(start, 0, items_count);
2754
    end = ImClamp(end + 1, start, items_count);
2755
    *out_items_display_start = start;
2756
    *out_items_display_end = end;
2757
}
2758
#endif
2759
2760
static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
2761
0
{
2762
0
    if (ranges.Size - offset <= 1)
2763
0
        return;
2764
2765
    // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)
2766
0
    for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)
2767
0
        for (int i = offset; i < sort_end + offset; ++i)
2768
0
            if (ranges[i].Min > ranges[i + 1].Min)
2769
0
                ImSwap(ranges[i], ranges[i + 1]);
2770
2771
    // Now fuse ranges together as much as possible.
2772
0
    for (int i = 1 + offset; i < ranges.Size; i++)
2773
0
    {
2774
0
        IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);
2775
0
        if (ranges[i - 1].Max < ranges[i].Min)
2776
0
            continue;
2777
0
        ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);
2778
0
        ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);
2779
0
        ranges.erase(ranges.Data + i);
2780
0
        i--;
2781
0
    }
2782
0
}
2783
2784
static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)
2785
0
{
2786
    // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
2787
    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
2788
    // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?
2789
0
    ImGuiContext& g = *GImGui;
2790
0
    ImGuiWindow* window = g.CurrentWindow;
2791
0
    float off_y = pos_y - window->DC.CursorPos.y;
2792
0
    window->DC.CursorPos.y = pos_y;
2793
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);
2794
0
    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;  // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
2795
0
    window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y);      // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
2796
0
    if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
2797
0
        columns->LineMinY = window->DC.CursorPos.y;                         // Setting this so that cell Y position are set properly
2798
0
    if (ImGuiTable* table = g.CurrentTable)
2799
0
    {
2800
0
        if (table->IsInsideRow)
2801
0
            ImGui::TableEndRow(table);
2802
0
        table->RowPosY2 = window->DC.CursorPos.y;
2803
0
        const int row_increase = (int)((off_y / line_height) + 0.5f);
2804
        //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
2805
0
        table->RowBgColorCounter += row_increase;
2806
0
    }
2807
0
}
2808
2809
static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n)
2810
0
{
2811
    // StartPosY starts from ItemsFrozen hence the subtraction
2812
    // Perform the add and multiply with double to allow seeking through larger ranges
2813
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2814
0
    float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight);
2815
0
    ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight);
2816
0
}
2817
2818
ImGuiListClipper::ImGuiListClipper()
2819
0
{
2820
0
    memset(this, 0, sizeof(*this));
2821
0
}
2822
2823
ImGuiListClipper::~ImGuiListClipper()
2824
0
{
2825
0
    End();
2826
0
}
2827
2828
void ImGuiListClipper::Begin(int items_count, float items_height)
2829
0
{
2830
0
    if (Ctx == NULL)
2831
0
        Ctx = ImGui::GetCurrentContext();
2832
2833
0
    ImGuiContext& g = *Ctx;
2834
0
    ImGuiWindow* window = g.CurrentWindow;
2835
0
    IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name);
2836
2837
0
    if (ImGuiTable* table = g.CurrentTable)
2838
0
        if (table->IsInsideRow)
2839
0
            ImGui::TableEndRow(table);
2840
2841
0
    StartPosY = window->DC.CursorPos.y;
2842
0
    ItemsHeight = items_height;
2843
0
    ItemsCount = items_count;
2844
0
    DisplayStart = -1;
2845
0
    DisplayEnd = 0;
2846
2847
    // Acquire temporary buffer
2848
0
    if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)
2849
0
        g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());
2850
0
    ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2851
0
    data->Reset(this);
2852
0
    data->LossynessOffset = window->DC.CursorStartPosLossyness.y;
2853
0
    TempData = data;
2854
0
}
2855
2856
void ImGuiListClipper::End()
2857
0
{
2858
0
    if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)
2859
0
    {
2860
        // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.
2861
0
        ImGuiContext& g = *Ctx;
2862
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name);
2863
0
        if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
2864
0
            ImGuiListClipper_SeekCursorForItem(this, ItemsCount);
2865
2866
        // Restore temporary buffer and fix back pointers which may be invalidated when nesting
2867
0
        IM_ASSERT(data->ListClipper == this);
2868
0
        data->StepNo = data->Ranges.Size;
2869
0
        if (--g.ClipperTempDataStacked > 0)
2870
0
        {
2871
0
            data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2872
0
            data->ListClipper->TempData = data;
2873
0
        }
2874
0
        TempData = NULL;
2875
0
    }
2876
0
    ItemsCount = -1;
2877
0
}
2878
2879
void ImGuiListClipper::IncludeRangeByIndices(int item_begin, int item_end)
2880
0
{
2881
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
2882
0
    IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
2883
0
    IM_ASSERT(item_begin <= item_end);
2884
0
    if (item_begin < item_end)
2885
0
        data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end));
2886
0
}
2887
2888
static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
2889
0
{
2890
0
    ImGuiContext& g = *clipper->Ctx;
2891
0
    ImGuiWindow* window = g.CurrentWindow;
2892
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2893
0
    IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
2894
2895
0
    ImGuiTable* table = g.CurrentTable;
2896
0
    if (table && table->IsInsideRow)
2897
0
        ImGui::TableEndRow(table);
2898
2899
    // No items
2900
0
    if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())
2901
0
        return false;
2902
2903
    // While we are in frozen row state, keep displaying items one by one, unclipped
2904
    // FIXME: Could be stored as a table-agnostic state.
2905
0
    if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)
2906
0
    {
2907
0
        clipper->DisplayStart = data->ItemsFrozen;
2908
0
        clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);
2909
0
        if (clipper->DisplayStart < clipper->DisplayEnd)
2910
0
            data->ItemsFrozen++;
2911
0
        return true;
2912
0
    }
2913
2914
    // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
2915
0
    bool calc_clipping = false;
2916
0
    if (data->StepNo == 0)
2917
0
    {
2918
0
        clipper->StartPosY = window->DC.CursorPos.y;
2919
0
        if (clipper->ItemsHeight <= 0.0f)
2920
0
        {
2921
            // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)
2922
0
            data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));
2923
0
            clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);
2924
0
            clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);
2925
0
            data->StepNo = 1;
2926
0
            return true;
2927
0
        }
2928
0
        calc_clipping = true;   // If on the first step with known item height, calculate clipping.
2929
0
    }
2930
2931
    // Step 1: Let the clipper infer height from first range
2932
0
    if (clipper->ItemsHeight <= 0.0f)
2933
0
    {
2934
0
        IM_ASSERT(data->StepNo == 1);
2935
0
        if (table)
2936
0
            IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
2937
2938
0
        clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
2939
0
        bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
2940
0
        if (affected_by_floating_point_precision)
2941
0
            clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
2942
2943
0
        IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
2944
0
        calc_clipping = true;   // If item height had to be calculated, calculate clipping afterwards.
2945
0
    }
2946
2947
    // Step 0 or 1: Calculate the actual ranges of visible elements.
2948
0
    const int already_submitted = clipper->DisplayEnd;
2949
0
    if (calc_clipping)
2950
0
    {
2951
0
        if (g.LogEnabled)
2952
0
        {
2953
            // If logging is active, do not perform any clipping
2954
0
            data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));
2955
0
        }
2956
0
        else
2957
0
        {
2958
            // Add range selected to be included for navigation
2959
0
            const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
2960
0
            if (is_nav_request)
2961
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
2962
0
            if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && g.NavTabbingDir == -1)
2963
0
                data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
2964
2965
            // Add focused/active item
2966
0
            ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
2967
0
            if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)
2968
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
2969
2970
            // Add visible range
2971
0
            const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
2972
0
            const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
2973
0
            data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));
2974
0
        }
2975
2976
        // Convert position ranges to item index ranges
2977
        // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.
2978
        // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,
2979
        //   which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.
2980
0
        for (int i = 0; i < data->Ranges.Size; i++)
2981
0
            if (data->Ranges[i].PosToIndexConvert)
2982
0
            {
2983
0
                int m1 = (int)(((double)data->Ranges[i].Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
2984
0
                int m2 = (int)((((double)data->Ranges[i].Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
2985
0
                data->Ranges[i].Min = ImClamp(already_submitted + m1 + data->Ranges[i].PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
2986
0
                data->Ranges[i].Max = ImClamp(already_submitted + m2 + data->Ranges[i].PosToIndexOffsetMax, data->Ranges[i].Min + 1, clipper->ItemsCount);
2987
0
                data->Ranges[i].PosToIndexConvert = false;
2988
0
            }
2989
0
        ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);
2990
0
    }
2991
2992
    // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.
2993
0
    if (data->StepNo < data->Ranges.Size)
2994
0
    {
2995
0
        clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
2996
0
        clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
2997
0
        if (clipper->DisplayStart > already_submitted) //-V1051
2998
0
            ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart);
2999
0
        data->StepNo++;
3000
0
        return true;
3001
0
    }
3002
3003
    // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
3004
    // Advance the cursor to the end of the list and then returns 'false' to end the loop.
3005
0
    if (clipper->ItemsCount < INT_MAX)
3006
0
        ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount);
3007
3008
0
    return false;
3009
0
}
3010
3011
bool ImGuiListClipper::Step()
3012
0
{
3013
0
    ImGuiContext& g = *Ctx;
3014
0
    bool need_items_height = (ItemsHeight <= 0.0f);
3015
0
    bool ret = ImGuiListClipper_StepInternal(this);
3016
0
    if (ret && (DisplayStart == DisplayEnd))
3017
0
        ret = false;
3018
0
    if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
3019
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
3020
0
    if (need_items_height && ItemsHeight > 0.0f)
3021
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight);
3022
0
    if (ret)
3023
0
    {
3024
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd);
3025
0
    }
3026
0
    else
3027
0
    {
3028
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n");
3029
0
        End();
3030
0
    }
3031
0
    return ret;
3032
0
}
3033
3034
//-----------------------------------------------------------------------------
3035
// [SECTION] STYLING
3036
//-----------------------------------------------------------------------------
3037
3038
ImGuiStyle& ImGui::GetStyle()
3039
0
{
3040
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
3041
0
    return GImGui->Style;
3042
0
}
3043
3044
ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
3045
0
{
3046
0
    ImGuiStyle& style = GImGui->Style;
3047
0
    ImVec4 c = style.Colors[idx];
3048
0
    c.w *= style.Alpha * alpha_mul;
3049
0
    return ColorConvertFloat4ToU32(c);
3050
0
}
3051
3052
ImU32 ImGui::GetColorU32(const ImVec4& col)
3053
0
{
3054
0
    ImGuiStyle& style = GImGui->Style;
3055
0
    ImVec4 c = col;
3056
0
    c.w *= style.Alpha;
3057
0
    return ColorConvertFloat4ToU32(c);
3058
0
}
3059
3060
const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
3061
0
{
3062
0
    ImGuiStyle& style = GImGui->Style;
3063
0
    return style.Colors[idx];
3064
0
}
3065
3066
ImU32 ImGui::GetColorU32(ImU32 col)
3067
0
{
3068
0
    ImGuiStyle& style = GImGui->Style;
3069
0
    if (style.Alpha >= 1.0f)
3070
0
        return col;
3071
0
    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
3072
0
    a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
3073
0
    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
3074
0
}
3075
3076
// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
3077
void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
3078
0
{
3079
0
    ImGuiContext& g = *GImGui;
3080
0
    ImGuiColorMod backup;
3081
0
    backup.Col = idx;
3082
0
    backup.BackupValue = g.Style.Colors[idx];
3083
0
    g.ColorStack.push_back(backup);
3084
0
    g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
3085
0
}
3086
3087
void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
3088
0
{
3089
0
    ImGuiContext& g = *GImGui;
3090
0
    ImGuiColorMod backup;
3091
0
    backup.Col = idx;
3092
0
    backup.BackupValue = g.Style.Colors[idx];
3093
0
    g.ColorStack.push_back(backup);
3094
0
    g.Style.Colors[idx] = col;
3095
0
}
3096
3097
void ImGui::PopStyleColor(int count)
3098
0
{
3099
0
    ImGuiContext& g = *GImGui;
3100
0
    if (g.ColorStack.Size < count)
3101
0
    {
3102
0
        IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times: stack underflow.");
3103
0
        count = g.ColorStack.Size;
3104
0
    }
3105
0
    while (count > 0)
3106
0
    {
3107
0
        ImGuiColorMod& backup = g.ColorStack.back();
3108
0
        g.Style.Colors[backup.Col] = backup.BackupValue;
3109
0
        g.ColorStack.pop_back();
3110
0
        count--;
3111
0
    }
3112
0
}
3113
3114
static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] =
3115
{
3116
    ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive
3117
};
3118
3119
static const ImGuiDataVarInfo GStyleVarInfo[] =
3120
{
3121
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },               // ImGuiStyleVar_Alpha
3122
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) },       // ImGuiStyleVar_DisabledAlpha
3123
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) },       // ImGuiStyleVar_WindowPadding
3124
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) },      // ImGuiStyleVar_WindowRounding
3125
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) },    // ImGuiStyleVar_WindowBorderSize
3126
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) },       // ImGuiStyleVar_WindowMinSize
3127
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) },    // ImGuiStyleVar_WindowTitleAlign
3128
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) },       // ImGuiStyleVar_ChildRounding
3129
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) },     // ImGuiStyleVar_ChildBorderSize
3130
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) },       // ImGuiStyleVar_PopupRounding
3131
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) },     // ImGuiStyleVar_PopupBorderSize
3132
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) },        // ImGuiStyleVar_FramePadding
3133
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) },       // ImGuiStyleVar_FrameRounding
3134
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) },     // ImGuiStyleVar_FrameBorderSize
3135
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) },         // ImGuiStyleVar_ItemSpacing
3136
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) },    // ImGuiStyleVar_ItemInnerSpacing
3137
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) },       // ImGuiStyleVar_IndentSpacing
3138
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) },         // ImGuiStyleVar_CellPadding
3139
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) },       // ImGuiStyleVar_ScrollbarSize
3140
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) },   // ImGuiStyleVar_ScrollbarRounding
3141
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) },         // ImGuiStyleVar_GrabMinSize
3142
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) },        // ImGuiStyleVar_GrabRounding
3143
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) },         // ImGuiStyleVar_TabRounding
3144
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) },     // ImGuiStyleVar_ButtonTextAlign
3145
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
3146
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextBorderSize) },// ImGuiStyleVar_SeparatorTextBorderSize
3147
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextAlign) },     // ImGuiStyleVar_SeparatorTextAlign
3148
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextPadding) },   // ImGuiStyleVar_SeparatorTextPadding
3149
};
3150
3151
const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
3152
0
{
3153
0
    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
3154
0
    IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
3155
0
    return &GStyleVarInfo[idx];
3156
0
}
3157
3158
void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
3159
0
{
3160
0
    ImGuiContext& g = *GImGui;
3161
0
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3162
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
3163
0
    {
3164
0
        float* pvar = (float*)var_info->GetVarPtr(&g.Style);
3165
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3166
0
        *pvar = val;
3167
0
        return;
3168
0
    }
3169
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3170
0
}
3171
3172
void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
3173
0
{
3174
0
    ImGuiContext& g = *GImGui;
3175
0
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3176
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
3177
0
    {
3178
0
        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
3179
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3180
0
        *pvar = val;
3181
0
        return;
3182
0
    }
3183
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3184
0
}
3185
3186
void ImGui::PopStyleVar(int count)
3187
0
{
3188
0
    ImGuiContext& g = *GImGui;
3189
0
    if (g.StyleVarStack.Size < count)
3190
0
    {
3191
0
        IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times: stack underflow.");
3192
0
        count = g.StyleVarStack.Size;
3193
0
    }
3194
0
    while (count > 0)
3195
0
    {
3196
        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
3197
0
        ImGuiStyleMod& backup = g.StyleVarStack.back();
3198
0
        const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx);
3199
0
        void* data = info->GetVarPtr(&g.Style);
3200
0
        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }
3201
0
        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
3202
0
        g.StyleVarStack.pop_back();
3203
0
        count--;
3204
0
    }
3205
0
}
3206
3207
const char* ImGui::GetStyleColorName(ImGuiCol idx)
3208
0
{
3209
    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
3210
0
    switch (idx)
3211
0
    {
3212
0
    case ImGuiCol_Text: return "Text";
3213
0
    case ImGuiCol_TextDisabled: return "TextDisabled";
3214
0
    case ImGuiCol_WindowBg: return "WindowBg";
3215
0
    case ImGuiCol_ChildBg: return "ChildBg";
3216
0
    case ImGuiCol_PopupBg: return "PopupBg";
3217
0
    case ImGuiCol_Border: return "Border";
3218
0
    case ImGuiCol_BorderShadow: return "BorderShadow";
3219
0
    case ImGuiCol_FrameBg: return "FrameBg";
3220
0
    case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
3221
0
    case ImGuiCol_FrameBgActive: return "FrameBgActive";
3222
0
    case ImGuiCol_TitleBg: return "TitleBg";
3223
0
    case ImGuiCol_TitleBgActive: return "TitleBgActive";
3224
0
    case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
3225
0
    case ImGuiCol_MenuBarBg: return "MenuBarBg";
3226
0
    case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
3227
0
    case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
3228
0
    case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
3229
0
    case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
3230
0
    case ImGuiCol_CheckMark: return "CheckMark";
3231
0
    case ImGuiCol_SliderGrab: return "SliderGrab";
3232
0
    case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
3233
0
    case ImGuiCol_Button: return "Button";
3234
0
    case ImGuiCol_ButtonHovered: return "ButtonHovered";
3235
0
    case ImGuiCol_ButtonActive: return "ButtonActive";
3236
0
    case ImGuiCol_Header: return "Header";
3237
0
    case ImGuiCol_HeaderHovered: return "HeaderHovered";
3238
0
    case ImGuiCol_HeaderActive: return "HeaderActive";
3239
0
    case ImGuiCol_Separator: return "Separator";
3240
0
    case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
3241
0
    case ImGuiCol_SeparatorActive: return "SeparatorActive";
3242
0
    case ImGuiCol_ResizeGrip: return "ResizeGrip";
3243
0
    case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
3244
0
    case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
3245
0
    case ImGuiCol_Tab: return "Tab";
3246
0
    case ImGuiCol_TabHovered: return "TabHovered";
3247
0
    case ImGuiCol_TabActive: return "TabActive";
3248
0
    case ImGuiCol_TabUnfocused: return "TabUnfocused";
3249
0
    case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
3250
0
    case ImGuiCol_DockingPreview: return "DockingPreview";
3251
0
    case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg";
3252
0
    case ImGuiCol_PlotLines: return "PlotLines";
3253
0
    case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
3254
0
    case ImGuiCol_PlotHistogram: return "PlotHistogram";
3255
0
    case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
3256
0
    case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
3257
0
    case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
3258
0
    case ImGuiCol_TableBorderLight: return "TableBorderLight";
3259
0
    case ImGuiCol_TableRowBg: return "TableRowBg";
3260
0
    case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
3261
0
    case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
3262
0
    case ImGuiCol_DragDropTarget: return "DragDropTarget";
3263
0
    case ImGuiCol_NavHighlight: return "NavHighlight";
3264
0
    case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
3265
0
    case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
3266
0
    case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
3267
0
    }
3268
0
    IM_ASSERT(0);
3269
0
    return "Unknown";
3270
0
}
3271
3272
3273
//-----------------------------------------------------------------------------
3274
// [SECTION] RENDER HELPERS
3275
// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
3276
// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
3277
// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
3278
//-----------------------------------------------------------------------------
3279
3280
const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
3281
0
{
3282
0
    const char* text_display_end = text;
3283
0
    if (!text_end)
3284
0
        text_end = (const char*)-1;
3285
3286
0
    while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
3287
0
        text_display_end++;
3288
0
    return text_display_end;
3289
0
}
3290
3291
// Internal ImGui functions to render text
3292
// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
3293
void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
3294
0
{
3295
0
    ImGuiContext& g = *GImGui;
3296
0
    ImGuiWindow* window = g.CurrentWindow;
3297
3298
    // Hide anything after a '##' string
3299
0
    const char* text_display_end;
3300
0
    if (hide_text_after_hash)
3301
0
    {
3302
0
        text_display_end = FindRenderedTextEnd(text, text_end);
3303
0
    }
3304
0
    else
3305
0
    {
3306
0
        if (!text_end)
3307
0
            text_end = text + strlen(text); // FIXME-OPT
3308
0
        text_display_end = text_end;
3309
0
    }
3310
3311
0
    if (text != text_display_end)
3312
0
    {
3313
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
3314
0
        if (g.LogEnabled)
3315
0
            LogRenderedText(&pos, text, text_display_end);
3316
0
    }
3317
0
}
3318
3319
void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
3320
0
{
3321
0
    ImGuiContext& g = *GImGui;
3322
0
    ImGuiWindow* window = g.CurrentWindow;
3323
3324
0
    if (!text_end)
3325
0
        text_end = text + strlen(text); // FIXME-OPT
3326
3327
0
    if (text != text_end)
3328
0
    {
3329
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
3330
0
        if (g.LogEnabled)
3331
0
            LogRenderedText(&pos, text, text_end);
3332
0
    }
3333
0
}
3334
3335
// Default clip_rect uses (pos_min,pos_max)
3336
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
3337
// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList.
3338
// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take
3339
// better advantage of the render function taking size into account for coarse clipping.
3340
void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3341
0
{
3342
    // Perform CPU side clipping for single clipped element to avoid using scissor state
3343
0
    ImVec2 pos = pos_min;
3344
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
3345
3346
0
    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
3347
0
    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
3348
0
    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
3349
0
    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
3350
0
        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
3351
3352
    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
3353
0
    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
3354
0
    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
3355
3356
    // Render
3357
0
    if (need_clipping)
3358
0
    {
3359
0
        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
3360
0
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
3361
0
    }
3362
0
    else
3363
0
    {
3364
0
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
3365
0
    }
3366
0
}
3367
3368
void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3369
0
{
3370
    // Hide anything after a '##' string
3371
0
    const char* text_display_end = FindRenderedTextEnd(text, text_end);
3372
0
    const int text_len = (int)(text_display_end - text);
3373
0
    if (text_len == 0)
3374
0
        return;
3375
3376
0
    ImGuiContext& g = *GImGui;
3377
0
    ImGuiWindow* window = g.CurrentWindow;
3378
0
    RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
3379
0
    if (g.LogEnabled)
3380
0
        LogRenderedText(&pos_min, text, text_display_end);
3381
0
}
3382
3383
// Another overly complex function until we reorganize everything into a nice all-in-one helper.
3384
// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
3385
// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
3386
void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
3387
0
{
3388
0
    ImGuiContext& g = *GImGui;
3389
0
    if (text_end_full == NULL)
3390
0
        text_end_full = FindRenderedTextEnd(text);
3391
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
3392
3393
    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
3394
    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
3395
    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
3396
    // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
3397
0
    if (text_size.x > pos_max.x - pos_min.x)
3398
0
    {
3399
        // Hello wo...
3400
        // |       |   |
3401
        // min   max   ellipsis_max
3402
        //          <-> this is generally some padding value
3403
3404
0
        const ImFont* font = draw_list->_Data->Font;
3405
0
        const float font_size = draw_list->_Data->FontSize;
3406
0
        const float font_scale = font_size / font->FontSize;
3407
0
        const char* text_end_ellipsis = NULL;
3408
0
        const float ellipsis_width = font->EllipsisWidth * font_scale;
3409
3410
        // We can now claim the space between pos_max.x and ellipsis_max.x
3411
0
        const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);
3412
0
        float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
3413
0
        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
3414
0
        {
3415
            // Always display at least 1 character if there's no room for character + ellipsis
3416
0
            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
3417
0
            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
3418
0
        }
3419
0
        while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
3420
0
        {
3421
            // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
3422
0
            text_end_ellipsis--;
3423
0
            text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte
3424
0
        }
3425
3426
        // Render text, render ellipsis
3427
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
3428
0
        ImVec2 ellipsis_pos = ImFloor(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
3429
0
        if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
3430
0
            for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
3431
0
                font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
3432
0
    }
3433
0
    else
3434
0
    {
3435
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
3436
0
    }
3437
3438
0
    if (g.LogEnabled)
3439
0
        LogRenderedText(&pos_min, text, text_end_full);
3440
0
}
3441
3442
// Render a rectangle shaped with optional rounding and borders
3443
void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
3444
0
{
3445
0
    ImGuiContext& g = *GImGui;
3446
0
    ImGuiWindow* window = g.CurrentWindow;
3447
0
    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
3448
0
    const float border_size = g.Style.FrameBorderSize;
3449
0
    if (border && border_size > 0.0f)
3450
0
    {
3451
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3452
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3453
0
    }
3454
0
}
3455
3456
void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
3457
0
{
3458
0
    ImGuiContext& g = *GImGui;
3459
0
    ImGuiWindow* window = g.CurrentWindow;
3460
0
    const float border_size = g.Style.FrameBorderSize;
3461
0
    if (border_size > 0.0f)
3462
0
    {
3463
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3464
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3465
0
    }
3466
0
}
3467
3468
void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
3469
0
{
3470
0
    ImGuiContext& g = *GImGui;
3471
0
    if (id != g.NavId)
3472
0
        return;
3473
0
    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
3474
0
        return;
3475
0
    ImGuiWindow* window = g.CurrentWindow;
3476
0
    if (window->DC.NavHideHighlightOneFrame)
3477
0
        return;
3478
3479
0
    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
3480
0
    ImRect display_rect = bb;
3481
0
    display_rect.ClipWith(window->ClipRect);
3482
0
    if (flags & ImGuiNavHighlightFlags_TypeDefault)
3483
0
    {
3484
0
        const float THICKNESS = 2.0f;
3485
0
        const float DISTANCE = 3.0f + THICKNESS * 0.5f;
3486
0
        display_rect.Expand(ImVec2(DISTANCE, DISTANCE));
3487
0
        bool fully_visible = window->ClipRect.Contains(display_rect);
3488
0
        if (!fully_visible)
3489
0
            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
3490
0
        window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS);
3491
0
        if (!fully_visible)
3492
0
            window->DrawList->PopClipRect();
3493
0
    }
3494
0
    if (flags & ImGuiNavHighlightFlags_TypeThin)
3495
0
    {
3496
0
        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f);
3497
0
    }
3498
0
}
3499
3500
void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
3501
0
{
3502
0
    ImGuiContext& g = *GImGui;
3503
0
    IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
3504
0
    ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
3505
0
    for (int n = 0; n < g.Viewports.Size; n++)
3506
0
    {
3507
        // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
3508
0
        ImVec2 offset, size, uv[4];
3509
0
        if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
3510
0
            continue;
3511
0
        ImGuiViewportP* viewport = g.Viewports[n];
3512
0
        const ImVec2 pos = base_pos - offset;
3513
0
        const float scale = base_scale * viewport->DpiScale;
3514
0
        if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
3515
0
            continue;
3516
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
3517
0
        ImTextureID tex_id = font_atlas->TexID;
3518
0
        draw_list->PushTextureID(tex_id);
3519
0
        draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
3520
0
        draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
3521
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[2], uv[3], col_border);
3522
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[0], uv[1], col_fill);
3523
0
        draw_list->PopTextureID();
3524
0
    }
3525
0
}
3526
3527
//-----------------------------------------------------------------------------
3528
// [SECTION] INITIALIZATION, SHUTDOWN
3529
//-----------------------------------------------------------------------------
3530
3531
// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
3532
// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
3533
ImGuiContext* ImGui::GetCurrentContext()
3534
0
{
3535
0
    return GImGui;
3536
0
}
3537
3538
void ImGui::SetCurrentContext(ImGuiContext* ctx)
3539
0
{
3540
#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
3541
    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
3542
#else
3543
0
    GImGui = ctx;
3544
0
#endif
3545
0
}
3546
3547
void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
3548
0
{
3549
0
    GImAllocatorAllocFunc = alloc_func;
3550
0
    GImAllocatorFreeFunc = free_func;
3551
0
    GImAllocatorUserData = user_data;
3552
0
}
3553
3554
// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
3555
void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
3556
0
{
3557
0
    *p_alloc_func = GImAllocatorAllocFunc;
3558
0
    *p_free_func = GImAllocatorFreeFunc;
3559
0
    *p_user_data = GImAllocatorUserData;
3560
0
}
3561
3562
ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
3563
0
{
3564
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3565
0
    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
3566
0
    SetCurrentContext(ctx);
3567
0
    Initialize();
3568
0
    if (prev_ctx != NULL)
3569
0
        SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.
3570
0
    return ctx;
3571
0
}
3572
3573
void ImGui::DestroyContext(ImGuiContext* ctx)
3574
0
{
3575
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3576
0
    if (ctx == NULL) //-V1051
3577
0
        ctx = prev_ctx;
3578
0
    SetCurrentContext(ctx);
3579
0
    Shutdown();
3580
0
    SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);
3581
0
    IM_DELETE(ctx);
3582
0
}
3583
3584
// IMPORTANT: ###xxx suffixes must be same in ALL languages
3585
static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
3586
{
3587
    { ImGuiLocKey_VersionStr,           "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" },
3588
    { ImGuiLocKey_TableSizeOne,         "Size column to fit###SizeOne"          },
3589
    { ImGuiLocKey_TableSizeAllFit,      "Size all columns to fit###SizeAll"     },
3590
    { ImGuiLocKey_TableSizeAllDefault,  "Size all columns to default###SizeAll" },
3591
    { ImGuiLocKey_TableResetOrder,      "Reset order###ResetOrder"              },
3592
    { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)"                       },
3593
    { ImGuiLocKey_WindowingPopup,       "(Popup)"                               },
3594
    { ImGuiLocKey_WindowingUntitled,    "(Untitled)"                            },
3595
    { ImGuiLocKey_DockingHideTabBar,    "Hide tab bar###HideTabBar"             },
3596
};
3597
3598
void ImGui::Initialize()
3599
0
{
3600
0
    ImGuiContext& g = *GImGui;
3601
0
    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
3602
3603
    // Add .ini handle for ImGuiWindow and ImGuiTable types
3604
0
    {
3605
0
        ImGuiSettingsHandler ini_handler;
3606
0
        ini_handler.TypeName = "Window";
3607
0
        ini_handler.TypeHash = ImHashStr("Window");
3608
0
        ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
3609
0
        ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
3610
0
        ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
3611
0
        ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
3612
0
        ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
3613
0
        AddSettingsHandler(&ini_handler);
3614
0
    }
3615
0
    TableSettingsAddSettingsHandler();
3616
3617
    // Setup default localization table
3618
0
    LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));
3619
3620
    // Setup default platform clipboard/IME handlers.
3621
0
    g.IO.GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;    // Platform dependent default implementations
3622
0
    g.IO.SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
3623
0
    g.IO.ClipboardUserData = (void*)&g;                          // Default implementation use the ImGuiContext as user data (ideally those would be arguments to the function)
3624
0
    g.IO.SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;
3625
3626
    // Create default viewport
3627
0
    ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
3628
0
    viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
3629
0
    viewport->Idx = 0;
3630
0
    viewport->PlatformWindowCreated = true;
3631
0
    viewport->Flags = ImGuiViewportFlags_OwnedByApp;
3632
0
    g.Viewports.push_back(viewport);
3633
0
    g.TempBuffer.resize(1024 * 3 + 1, 0);
3634
0
    g.ViewportCreatedCount++;
3635
0
    g.PlatformIO.Viewports.push_back(g.Viewports[0]);
3636
3637
0
#ifdef IMGUI_HAS_DOCK
3638
    // Initialize Docking
3639
0
    DockContextInitialize(&g);
3640
0
#endif
3641
3642
0
    g.Initialized = true;
3643
0
}
3644
3645
// This function is merely here to free heap allocations.
3646
void ImGui::Shutdown()
3647
0
{
3648
    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
3649
0
    ImGuiContext& g = *GImGui;
3650
0
    if (g.IO.Fonts && g.FontAtlasOwnedByContext)
3651
0
    {
3652
0
        g.IO.Fonts->Locked = false;
3653
0
        IM_DELETE(g.IO.Fonts);
3654
0
    }
3655
0
    g.IO.Fonts = NULL;
3656
0
    g.DrawListSharedData.TempBuffer.clear();
3657
3658
    // Cleanup of other data are conditional on actually having initialized Dear ImGui.
3659
0
    if (!g.Initialized)
3660
0
        return;
3661
3662
    // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
3663
0
    if (g.SettingsLoaded && g.IO.IniFilename != NULL)
3664
0
        SaveIniSettingsToDisk(g.IO.IniFilename);
3665
3666
    // Destroy platform windows
3667
0
    DestroyPlatformWindows();
3668
3669
    // Shutdown extensions
3670
0
    DockContextShutdown(&g);
3671
3672
0
    CallContextHooks(&g, ImGuiContextHookType_Shutdown);
3673
3674
    // Clear everything else
3675
0
    g.Windows.clear_delete();
3676
0
    g.WindowsFocusOrder.clear();
3677
0
    g.WindowsTempSortBuffer.clear();
3678
0
    g.CurrentWindow = NULL;
3679
0
    g.CurrentWindowStack.clear();
3680
0
    g.WindowsById.Clear();
3681
0
    g.NavWindow = NULL;
3682
0
    g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
3683
0
    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
3684
0
    g.MovingWindow = NULL;
3685
3686
0
    g.KeysRoutingTable.Clear();
3687
3688
0
    g.ColorStack.clear();
3689
0
    g.StyleVarStack.clear();
3690
0
    g.FontStack.clear();
3691
0
    g.OpenPopupStack.clear();
3692
0
    g.BeginPopupStack.clear();
3693
3694
0
    g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
3695
0
    g.Viewports.clear_delete();
3696
3697
0
    g.TabBars.Clear();
3698
0
    g.CurrentTabBarStack.clear();
3699
0
    g.ShrinkWidthBuffer.clear();
3700
3701
0
    g.ClipperTempData.clear_destruct();
3702
3703
0
    g.Tables.Clear();
3704
0
    g.TablesTempData.clear_destruct();
3705
0
    g.DrawChannelsTempMergeBuffer.clear();
3706
3707
0
    g.ClipboardHandlerData.clear();
3708
0
    g.MenusIdSubmittedThisFrame.clear();
3709
0
    g.InputTextState.ClearFreeMemory();
3710
0
    g.InputTextDeactivatedState.ClearFreeMemory();
3711
3712
0
    g.SettingsWindows.clear();
3713
0
    g.SettingsHandlers.clear();
3714
3715
0
    if (g.LogFile)
3716
0
    {
3717
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
3718
0
        if (g.LogFile != stdout)
3719
0
#endif
3720
0
            ImFileClose(g.LogFile);
3721
0
        g.LogFile = NULL;
3722
0
    }
3723
0
    g.LogBuffer.clear();
3724
0
    g.DebugLogBuf.clear();
3725
0
    g.DebugLogIndex.clear();
3726
3727
0
    g.Initialized = false;
3728
0
}
3729
3730
// No specific ordering/dependency support, will see as needed
3731
ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
3732
0
{
3733
0
    ImGuiContext& g = *ctx;
3734
0
    IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
3735
0
    g.Hooks.push_back(*hook);
3736
0
    g.Hooks.back().HookId = ++g.HookIdNext;
3737
0
    return g.HookIdNext;
3738
0
}
3739
3740
// Deferred removal, avoiding issue with changing vector while iterating it
3741
void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
3742
0
{
3743
0
    ImGuiContext& g = *ctx;
3744
0
    IM_ASSERT(hook_id != 0);
3745
0
    for (int n = 0; n < g.Hooks.Size; n++)
3746
0
        if (g.Hooks[n].HookId == hook_id)
3747
0
            g.Hooks[n].Type = ImGuiContextHookType_PendingRemoval_;
3748
0
}
3749
3750
// Call context hooks (used by e.g. test engine)
3751
// We assume a small number of hooks so all stored in same array
3752
void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
3753
0
{
3754
0
    ImGuiContext& g = *ctx;
3755
0
    for (int n = 0; n < g.Hooks.Size; n++)
3756
0
        if (g.Hooks[n].Type == hook_type)
3757
0
            g.Hooks[n].Callback(&g, &g.Hooks[n]);
3758
0
}
3759
3760
3761
//-----------------------------------------------------------------------------
3762
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
3763
//-----------------------------------------------------------------------------
3764
3765
// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
3766
ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL)
3767
0
{
3768
0
    memset(this, 0, sizeof(*this));
3769
0
    Ctx = ctx;
3770
0
    Name = ImStrdup(name);
3771
0
    NameBufLen = (int)strlen(name) + 1;
3772
0
    ID = ImHashStr(name);
3773
0
    IDStack.push_back(ID);
3774
0
    ViewportAllowPlatformMonitorExtend = -1;
3775
0
    ViewportPos = ImVec2(FLT_MAX, FLT_MAX);
3776
0
    MoveId = GetID("#MOVE");
3777
0
    TabId = GetID("#TAB");
3778
0
    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
3779
0
    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
3780
0
    AutoFitFramesX = AutoFitFramesY = -1;
3781
0
    AutoPosLastDirection = ImGuiDir_None;
3782
0
    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0;
3783
0
    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
3784
0
    LastFrameActive = -1;
3785
0
    LastFrameJustFocused = -1;
3786
0
    LastTimeActive = -1.0f;
3787
0
    FontWindowScale = FontDpiScale = 1.0f;
3788
0
    SettingsOffset = -1;
3789
0
    DockOrder = -1;
3790
0
    DrawList = &DrawListInst;
3791
0
    DrawList->_Data = &Ctx->DrawListSharedData;
3792
0
    DrawList->_OwnerName = Name;
3793
0
    NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX);
3794
0
    IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass();
3795
0
}
3796
3797
ImGuiWindow::~ImGuiWindow()
3798
0
{
3799
0
    IM_ASSERT(DrawList == &DrawListInst);
3800
0
    IM_DELETE(Name);
3801
0
    ColumnsStorage.clear_destruct();
3802
0
}
3803
3804
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
3805
0
{
3806
0
    ImGuiID seed = IDStack.back();
3807
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
3808
0
    ImGuiContext& g = *Ctx;
3809
0
    if (g.DebugHookIdInfo == id)
3810
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
3811
0
    return id;
3812
0
}
3813
3814
ImGuiID ImGuiWindow::GetID(const void* ptr)
3815
0
{
3816
0
    ImGuiID seed = IDStack.back();
3817
0
    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
3818
0
    ImGuiContext& g = *Ctx;
3819
0
    if (g.DebugHookIdInfo == id)
3820
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
3821
0
    return id;
3822
0
}
3823
3824
ImGuiID ImGuiWindow::GetID(int n)
3825
0
{
3826
0
    ImGuiID seed = IDStack.back();
3827
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
3828
0
    ImGuiContext& g = *Ctx;
3829
0
    if (g.DebugHookIdInfo == id)
3830
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
3831
0
    return id;
3832
0
}
3833
3834
// This is only used in rare/specific situations to manufacture an ID out of nowhere.
3835
ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
3836
0
{
3837
0
    ImGuiID seed = IDStack.back();
3838
0
    ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);
3839
0
    ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
3840
0
    return id;
3841
0
}
3842
3843
static void SetCurrentWindow(ImGuiWindow* window)
3844
0
{
3845
0
    ImGuiContext& g = *GImGui;
3846
0
    g.CurrentWindow = window;
3847
0
    g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
3848
0
    if (window)
3849
0
    {
3850
0
        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
3851
0
        ImGui::NavUpdateCurrentWindowIsScrollPushableX();
3852
0
    }
3853
0
}
3854
3855
void ImGui::GcCompactTransientMiscBuffers()
3856
0
{
3857
0
    ImGuiContext& g = *GImGui;
3858
0
    g.ItemFlagsStack.clear();
3859
0
    g.GroupStack.clear();
3860
0
    TableGcCompactSettings();
3861
0
}
3862
3863
// Free up/compact internal window buffers, we can use this when a window becomes unused.
3864
// Not freed:
3865
// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
3866
// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
3867
void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
3868
0
{
3869
0
    window->MemoryCompacted = true;
3870
0
    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
3871
0
    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
3872
0
    window->IDStack.clear();
3873
0
    window->DrawList->_ClearFreeMemory();
3874
0
    window->DC.ChildWindows.clear();
3875
0
    window->DC.ItemWidthStack.clear();
3876
0
    window->DC.TextWrapPosStack.clear();
3877
0
}
3878
3879
void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
3880
0
{
3881
    // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
3882
    // The other buffers tends to amortize much faster.
3883
0
    window->MemoryCompacted = false;
3884
0
    window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
3885
0
    window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
3886
0
    window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
3887
0
}
3888
3889
void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
3890
0
{
3891
0
    ImGuiContext& g = *GImGui;
3892
3893
    // Clear previous active id
3894
0
    if (g.ActiveId != 0)
3895
0
    {
3896
        // While most behaved code would make an effort to not steal active id during window move/drag operations,
3897
        // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch
3898
        // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
3899
0
        if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
3900
0
        {
3901
0
            IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
3902
0
            g.MovingWindow = NULL;
3903
0
        }
3904
3905
        // This could be written in a more general way (e.g associate a hook to ActiveId),
3906
        // but since this is currently quite an exception we'll leave it as is.
3907
        // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId()
3908
0
        if (g.InputTextState.ID == g.ActiveId)
3909
0
            InputTextDeactivateHook(g.ActiveId);
3910
0
    }
3911
3912
    // Set active id
3913
0
    g.ActiveIdIsJustActivated = (g.ActiveId != id);
3914
0
    if (g.ActiveIdIsJustActivated)
3915
0
    {
3916
0
        IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");
3917
0
        g.ActiveIdTimer = 0.0f;
3918
0
        g.ActiveIdHasBeenPressedBefore = false;
3919
0
        g.ActiveIdHasBeenEditedBefore = false;
3920
0
        g.ActiveIdMouseButton = -1;
3921
0
        if (id != 0)
3922
0
        {
3923
0
            g.LastActiveId = id;
3924
0
            g.LastActiveIdTimer = 0.0f;
3925
0
        }
3926
0
    }
3927
0
    g.ActiveId = id;
3928
0
    g.ActiveIdAllowOverlap = false;
3929
0
    g.ActiveIdNoClearOnFocusLoss = false;
3930
0
    g.ActiveIdWindow = window;
3931
0
    g.ActiveIdHasBeenEditedThisFrame = false;
3932
0
    if (id)
3933
0
    {
3934
0
        g.ActiveIdIsAlive = id;
3935
0
        g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
3936
0
        IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None);
3937
0
    }
3938
3939
    // Clear declaration of inputs claimed by the widget
3940
    // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
3941
0
    g.ActiveIdUsingNavDirMask = 0x00;
3942
0
    g.ActiveIdUsingAllKeyboardKeys = false;
3943
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
3944
    g.ActiveIdUsingNavInputMask = 0x00;
3945
#endif
3946
0
}
3947
3948
void ImGui::ClearActiveID()
3949
0
{
3950
0
    SetActiveID(0, NULL); // g.ActiveId = 0;
3951
0
}
3952
3953
void ImGui::SetHoveredID(ImGuiID id)
3954
0
{
3955
0
    ImGuiContext& g = *GImGui;
3956
0
    g.HoveredId = id;
3957
0
    g.HoveredIdAllowOverlap = false;
3958
0
    if (id != 0 && g.HoveredIdPreviousFrame != id)
3959
0
        g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
3960
0
}
3961
3962
ImGuiID ImGui::GetHoveredID()
3963
0
{
3964
0
    ImGuiContext& g = *GImGui;
3965
0
    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
3966
0
}
3967
3968
// This is called by ItemAdd().
3969
// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().
3970
void ImGui::KeepAliveID(ImGuiID id)
3971
0
{
3972
0
    ImGuiContext& g = *GImGui;
3973
0
    if (g.ActiveId == id)
3974
0
        g.ActiveIdIsAlive = id;
3975
0
    if (g.ActiveIdPreviousFrame == id)
3976
0
        g.ActiveIdPreviousFrameIsAlive = true;
3977
0
}
3978
3979
void ImGui::MarkItemEdited(ImGuiID id)
3980
0
{
3981
    // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
3982
    // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.
3983
0
    ImGuiContext& g = *GImGui;
3984
0
    if (g.ActiveId == id || g.ActiveId == 0)
3985
0
    {
3986
0
        g.ActiveIdHasBeenEditedThisFrame = true;
3987
0
        g.ActiveIdHasBeenEditedBefore = true;
3988
0
    }
3989
3990
    // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343)
3991
    // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714)
3992
0
    IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id);
3993
3994
    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
3995
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
3996
0
}
3997
3998
bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
3999
0
{
4000
    // An active popup disable hovering on other windows (apart from its own children)
4001
    // FIXME-OPT: This could be cached/stored within the window.
4002
0
    ImGuiContext& g = *GImGui;
4003
0
    if (g.NavWindow)
4004
0
        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree)
4005
0
            if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree)
4006
0
            {
4007
                // For the purpose of those flags we differentiate "standard popup" from "modal popup"
4008
                // NB: The 'else' is important because Modal windows are also Popups.
4009
0
                bool want_inhibit = false;
4010
0
                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
4011
0
                    want_inhibit = true;
4012
0
                else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
4013
0
                    want_inhibit = true;
4014
4015
                // Inhibit hover unless the window is within the stack of our modal/popup
4016
0
                if (want_inhibit)
4017
0
                    if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))
4018
0
                        return false;
4019
0
            }
4020
4021
    // Filter by viewport
4022
0
    if (window->Viewport != g.MouseViewport)
4023
0
        if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)
4024
0
            return false;
4025
4026
0
    return true;
4027
0
}
4028
4029
static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags)
4030
0
{
4031
0
    ImGuiContext& g = *GImGui;
4032
0
    if (flags & ImGuiHoveredFlags_DelayShort)
4033
0
        return g.Style.HoverDelayShort;
4034
0
    if (flags & ImGuiHoveredFlags_DelayNormal)
4035
0
        return g.Style.HoverDelayNormal;
4036
0
    return 0.0f;
4037
0
}
4038
4039
// This is roughly matching the behavior of internal-facing ItemHoverable()
4040
// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
4041
// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
4042
bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
4043
0
{
4044
0
    ImGuiContext& g = *GImGui;
4045
0
    ImGuiWindow* window = g.CurrentWindow;
4046
0
    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0 && "Invalid flags for IsItemHovered()!");
4047
4048
0
    if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
4049
0
    {
4050
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4051
0
            return false;
4052
0
        if (!IsItemFocused())
4053
0
            return false;
4054
4055
0
        if (flags & ImGuiHoveredFlags_ForTooltip)
4056
0
            flags |= g.Style.HoverFlagsForTooltipNav;
4057
0
    }
4058
0
    else
4059
0
    {
4060
        // Test for bounding box overlap, as updated as ItemAdd()
4061
0
        ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
4062
0
        if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
4063
0
            return false;
4064
4065
0
        if (flags & ImGuiHoveredFlags_ForTooltip)
4066
0
            flags |= g.Style.HoverFlagsForTooltipMouse;
4067
4068
0
        IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0);   // Flags not supported by this function
4069
4070
        // Done with rectangle culling so we can perform heavier checks now
4071
        // Test if we are hovering the right window (our window could be behind another window)
4072
        // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
4073
        // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
4074
        // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
4075
        // the test that has been running for a long while.
4076
0
        if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
4077
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0)
4078
0
                return false;
4079
4080
        // Test if another item is active (e.g. being dragged)
4081
0
        if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
4082
0
            if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap)
4083
0
                if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId)
4084
0
                    return false;
4085
4086
        // Test if interactions on this window are blocked by an active popup or modal.
4087
        // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
4088
0
        if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck))
4089
0
            return false;
4090
4091
        // Test if the item is disabled
4092
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4093
0
            return false;
4094
4095
        // Special handling for calling after Begin() which represent the title bar or tab.
4096
        // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin)
4097
        // will never be overwritten so we need to detect the case.
4098
0
        if (g.LastItemData.ID == window->MoveId && window->WriteAccessed)
4099
0
            return false;
4100
0
    }
4101
4102
    // Handle hover delay
4103
    // (some ideas: https://www.nngroup.com/articles/timing-exposing-content)
4104
0
    const float delay = CalcDelayFromHoveredFlags(flags);
4105
0
    if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary))
4106
0
    {
4107
0
        ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect);
4108
0
        if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id))
4109
0
            g.HoverItemDelayTimer = 0.0f;
4110
0
        g.HoverItemDelayId = hover_delay_id;
4111
4112
        // When changing hovered item we requires a bit of stationary delay before activating hover timer,
4113
        // but once unlocked on a given item we also moving.
4114
        //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); }
4115
0
        if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id)
4116
0
            return false;
4117
4118
0
        if (g.HoverItemDelayTimer < delay)
4119
0
            return false;
4120
0
    }
4121
4122
0
    return true;
4123
0
}
4124
4125
// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
4126
bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
4127
0
{
4128
0
    ImGuiContext& g = *GImGui;
4129
0
    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
4130
0
        return false;
4131
4132
0
    ImGuiWindow* window = g.CurrentWindow;
4133
0
    if (g.HoveredWindow != window)
4134
0
        return false;
4135
0
    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4136
0
        return false;
4137
0
    if (!IsMouseHoveringRect(bb.Min, bb.Max))
4138
0
        return false;
4139
4140
    // Done with rectangle culling so we can perform heavier checks now.
4141
0
    ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags);
4142
0
    if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
4143
0
    {
4144
0
        g.HoveredIdDisabled = true;
4145
0
        return false;
4146
0
    }
4147
4148
    // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
4149
    // hover test in widgets code. We could also decide to split this function is two.
4150
0
    if (id != 0)
4151
0
        SetHoveredID(id);
4152
4153
    // When disabled we'll return false but still set HoveredId
4154
0
    if (item_flags & ImGuiItemFlags_Disabled)
4155
0
    {
4156
        // Release active id if turning disabled
4157
0
        if (g.ActiveId == id)
4158
0
            ClearActiveID();
4159
0
        g.HoveredIdDisabled = true;
4160
0
        return false;
4161
0
    }
4162
4163
0
    if (id != 0)
4164
0
    {
4165
        // [DEBUG] Item Picker tool!
4166
        // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making
4167
        // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered
4168
        // items if we performed the test in ItemAdd(), but that would incur a small runtime cost.
4169
0
        if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
4170
0
            GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
4171
0
        if (g.DebugItemPickerBreakId == id)
4172
0
            IM_DEBUG_BREAK();
4173
0
    }
4174
4175
0
    if (g.NavDisableMouseHover)
4176
0
        return false;
4177
4178
0
    return true;
4179
0
}
4180
4181
// FIXME: This is inlined/duplicated in ItemAdd()
4182
bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
4183
0
{
4184
0
    ImGuiContext& g = *GImGui;
4185
0
    ImGuiWindow* window = g.CurrentWindow;
4186
0
    if (!bb.Overlaps(window->ClipRect))
4187
0
        if (id == 0 || (id != g.ActiveId && id != g.NavId))
4188
0
            if (!g.LogEnabled)
4189
0
                return true;
4190
0
    return false;
4191
0
}
4192
4193
// This is also inlined in ItemAdd()
4194
// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect.
4195
void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
4196
0
{
4197
0
    ImGuiContext& g = *GImGui;
4198
0
    g.LastItemData.ID = item_id;
4199
0
    g.LastItemData.InFlags = in_flags;
4200
0
    g.LastItemData.StatusFlags = item_flags;
4201
0
    g.LastItemData.Rect = g.LastItemData.NavRect = item_rect;
4202
0
}
4203
4204
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
4205
0
{
4206
0
    if (wrap_pos_x < 0.0f)
4207
0
        return 0.0f;
4208
4209
0
    ImGuiContext& g = *GImGui;
4210
0
    ImGuiWindow* window = g.CurrentWindow;
4211
0
    if (wrap_pos_x == 0.0f)
4212
0
    {
4213
        // We could decide to setup a default wrapping max point for auto-resizing windows,
4214
        // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
4215
        //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
4216
        //    wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
4217
        //else
4218
0
        wrap_pos_x = window->WorkRect.Max.x;
4219
0
    }
4220
0
    else if (wrap_pos_x > 0.0f)
4221
0
    {
4222
0
        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
4223
0
    }
4224
4225
0
    return ImMax(wrap_pos_x - pos.x, 1.0f);
4226
0
}
4227
4228
// IM_ALLOC() == ImGui::MemAlloc()
4229
void* ImGui::MemAlloc(size_t size)
4230
0
{
4231
0
    if (ImGuiContext* ctx = GImGui)
4232
0
        ctx->IO.MetricsActiveAllocations++;
4233
0
    return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
4234
0
}
4235
4236
// IM_FREE() == ImGui::MemFree()
4237
void ImGui::MemFree(void* ptr)
4238
0
{
4239
0
    if (ptr)
4240
0
        if (ImGuiContext* ctx = GImGui)
4241
0
            ctx->IO.MetricsActiveAllocations--;
4242
0
    return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
4243
0
}
4244
4245
const char* ImGui::GetClipboardText()
4246
0
{
4247
0
    ImGuiContext& g = *GImGui;
4248
0
    return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
4249
0
}
4250
4251
void ImGui::SetClipboardText(const char* text)
4252
0
{
4253
0
    ImGuiContext& g = *GImGui;
4254
0
    if (g.IO.SetClipboardTextFn)
4255
0
        g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
4256
0
}
4257
4258
const char* ImGui::GetVersion()
4259
0
{
4260
0
    return IMGUI_VERSION;
4261
0
}
4262
4263
ImGuiIO& ImGui::GetIO()
4264
0
{
4265
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4266
0
    return GImGui->IO;
4267
0
}
4268
4269
ImGuiPlatformIO& ImGui::GetPlatformIO()
4270
0
{
4271
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
4272
0
    return GImGui->PlatformIO;
4273
0
}
4274
4275
// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
4276
ImDrawData* ImGui::GetDrawData()
4277
0
{
4278
0
    ImGuiContext& g = *GImGui;
4279
0
    ImGuiViewportP* viewport = g.Viewports[0];
4280
0
    return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
4281
0
}
4282
4283
double ImGui::GetTime()
4284
0
{
4285
0
    return GImGui->Time;
4286
0
}
4287
4288
int ImGui::GetFrameCount()
4289
0
{
4290
0
    return GImGui->FrameCount;
4291
0
}
4292
4293
static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
4294
0
{
4295
    // Create the draw list on demand, because they are not frequently used for all viewports
4296
0
    ImGuiContext& g = *GImGui;
4297
0
    IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists));
4298
0
    ImDrawList* draw_list = viewport->DrawLists[drawlist_no];
4299
0
    if (draw_list == NULL)
4300
0
    {
4301
0
        draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
4302
0
        draw_list->_OwnerName = drawlist_name;
4303
0
        viewport->DrawLists[drawlist_no] = draw_list;
4304
0
    }
4305
4306
    // Our ImDrawList system requires that there is always a command
4307
0
    if (viewport->DrawListsLastFrame[drawlist_no] != g.FrameCount)
4308
0
    {
4309
0
        draw_list->_ResetForNewFrame();
4310
0
        draw_list->PushTextureID(g.IO.Fonts->TexID);
4311
0
        draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
4312
0
        viewport->DrawListsLastFrame[drawlist_no] = g.FrameCount;
4313
0
    }
4314
0
    return draw_list;
4315
0
}
4316
4317
ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
4318
0
{
4319
0
    return GetViewportDrawList((ImGuiViewportP*)viewport, 0, "##Background");
4320
0
}
4321
4322
ImDrawList* ImGui::GetBackgroundDrawList()
4323
0
{
4324
0
    ImGuiContext& g = *GImGui;
4325
0
    return GetBackgroundDrawList(g.CurrentWindow->Viewport);
4326
0
}
4327
4328
ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
4329
0
{
4330
0
    return GetViewportDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
4331
0
}
4332
4333
ImDrawList* ImGui::GetForegroundDrawList()
4334
0
{
4335
0
    ImGuiContext& g = *GImGui;
4336
0
    return GetForegroundDrawList(g.CurrentWindow->Viewport);
4337
0
}
4338
4339
ImDrawListSharedData* ImGui::GetDrawListSharedData()
4340
0
{
4341
0
    return &GImGui->DrawListSharedData;
4342
0
}
4343
4344
void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
4345
0
{
4346
    // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
4347
    // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
4348
    // This is because we want ActiveId to be set even when the window is not permitted to move.
4349
0
    ImGuiContext& g = *GImGui;
4350
0
    FocusWindow(window);
4351
0
    SetActiveID(window->MoveId, window);
4352
0
    g.NavDisableHighlight = true;
4353
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
4354
0
    g.ActiveIdNoClearOnFocusLoss = true;
4355
0
    SetActiveIdUsingAllKeyboardKeys();
4356
4357
0
    bool can_move_window = true;
4358
0
    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
4359
0
        can_move_window = false;
4360
0
    if (ImGuiDockNode* node = window->DockNodeAsHost)
4361
0
        if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove))
4362
0
            can_move_window = false;
4363
0
    if (can_move_window)
4364
0
        g.MovingWindow = window;
4365
0
}
4366
4367
// We use 'undock_floating_node == false' when dragging from title bar to allow moving groups of floating nodes without undocking them.
4368
// - undock_floating_node == true: when dragging from a floating node within a hierarchy, always undock the node.
4369
// - undock_floating_node == false: when dragging from a floating node within a hierarchy, move root window.
4370
void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node)
4371
0
{
4372
0
    ImGuiContext& g = *GImGui;
4373
0
    bool can_undock_node = false;
4374
0
    if (node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0)
4375
0
    {
4376
        // Can undock if:
4377
        // - part of a floating node hierarchy with more than one visible node (if only one is visible, we'll just move the whole hierarchy)
4378
        // - part of a dockspace node hierarchy (trivia: undocking from a fixed/central node will create a new node and copy windows)
4379
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
4380
0
        if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL)   // -V1051 PVS-Studio thinks node should be root_node and is wrong about that.
4381
0
            if (undock_floating_node || root_node->IsDockSpace())
4382
0
                can_undock_node = true;
4383
0
    }
4384
4385
0
    const bool clicked = IsMouseClicked(0);
4386
0
    const bool dragging = IsMouseDragging(0, g.IO.MouseDragThreshold * 1.70f);
4387
0
    if (can_undock_node && dragging)
4388
0
        DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame
4389
0
    else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
4390
0
        StartMouseMovingWindow(window);
4391
0
}
4392
4393
// Handle mouse moving window
4394
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
4395
// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
4396
// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
4397
// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
4398
void ImGui::UpdateMouseMovingWindowNewFrame()
4399
0
{
4400
0
    ImGuiContext& g = *GImGui;
4401
0
    if (g.MovingWindow != NULL)
4402
0
    {
4403
        // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
4404
        // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
4405
0
        KeepAliveID(g.ActiveId);
4406
0
        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
4407
0
        ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
4408
4409
        // When a window stop being submitted while being dragged, it may will its viewport until next Begin()
4410
0
        const bool window_disappared = (!moving_window->WasActive && !moving_window->Active);
4411
0
        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
4412
0
        {
4413
0
            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
4414
0
            if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
4415
0
            {
4416
0
                SetWindowPos(moving_window, pos, ImGuiCond_Always);
4417
0
                if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
4418
0
                {
4419
0
                    moving_window->Viewport->Pos = pos;
4420
0
                    moving_window->Viewport->UpdateWorkRect();
4421
0
                }
4422
0
            }
4423
0
            FocusWindow(g.MovingWindow);
4424
0
        }
4425
0
        else
4426
0
        {
4427
0
            if (!window_disappared)
4428
0
            {
4429
                // Try to merge the window back into the main viewport.
4430
                // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
4431
0
                if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
4432
0
                    UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
4433
4434
                // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
4435
0
                if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted())
4436
0
                    g.MouseViewport = moving_window->Viewport;
4437
4438
                // Clear the NoInput window flag set by the Viewport system
4439
0
                if (moving_window->Viewport)
4440
0
                    moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs;
4441
0
            }
4442
4443
0
            g.MovingWindow = NULL;
4444
0
            ClearActiveID();
4445
0
        }
4446
0
    }
4447
0
    else
4448
0
    {
4449
        // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
4450
0
        if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
4451
0
        {
4452
0
            KeepAliveID(g.ActiveId);
4453
0
            if (!g.IO.MouseDown[0])
4454
0
                ClearActiveID();
4455
0
        }
4456
0
    }
4457
0
}
4458
4459
// Initiate moving window when clicking on empty space or title bar.
4460
// Handle left-click and right-click focus.
4461
void ImGui::UpdateMouseMovingWindowEndFrame()
4462
0
{
4463
0
    ImGuiContext& g = *GImGui;
4464
0
    if (g.ActiveId != 0 || g.HoveredId != 0)
4465
0
        return;
4466
4467
    // Unless we just made a window/popup appear
4468
0
    if (g.NavWindow && g.NavWindow->Appearing)
4469
0
        return;
4470
4471
    // Click on empty space to focus window and start moving
4472
    // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!)
4473
0
    if (g.IO.MouseClicked[0])
4474
0
    {
4475
        // Handle the edge case of a popup being closed while clicking in its empty space.
4476
        // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
4477
0
        ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
4478
0
        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
4479
4480
0
        if (root_window != NULL && !is_closed_popup)
4481
0
        {
4482
0
            StartMouseMovingWindow(g.HoveredWindow); //-V595
4483
4484
            // Cancel moving if clicked outside of title bar
4485
0
            if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
4486
0
                if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive)
4487
0
                    if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
4488
0
                        g.MovingWindow = NULL;
4489
4490
            // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
4491
0
            if (g.HoveredIdDisabled)
4492
0
                g.MovingWindow = NULL;
4493
0
        }
4494
0
        else if (root_window == NULL && g.NavWindow != NULL)
4495
0
        {
4496
            // Clicking on void disable focus
4497
0
            FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal);
4498
0
        }
4499
0
    }
4500
4501
    // With right mouse button we close popups without changing focus based on where the mouse is aimed
4502
    // Instead, focus will be restored to the window under the bottom-most closed popup.
4503
    // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
4504
0
    if (g.IO.MouseClicked[1])
4505
0
    {
4506
        // Find the top-most window between HoveredWindow and the top-most Modal Window.
4507
        // This is where we can trim the popup stack.
4508
0
        ImGuiWindow* modal = GetTopMostPopupModal();
4509
0
        bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
4510
0
        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
4511
0
    }
4512
0
}
4513
4514
// This is called during NewFrame()->UpdateViewportsNewFrame() only.
4515
// Need to keep in sync with SetWindowPos()
4516
static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
4517
0
{
4518
0
    window->Pos += delta;
4519
0
    window->ClipRect.Translate(delta);
4520
0
    window->OuterRectClipped.Translate(delta);
4521
0
    window->InnerRect.Translate(delta);
4522
0
    window->DC.CursorPos += delta;
4523
0
    window->DC.CursorStartPos += delta;
4524
0
    window->DC.CursorMaxPos += delta;
4525
0
    window->DC.IdealMaxPos += delta;
4526
0
}
4527
4528
static void ScaleWindow(ImGuiWindow* window, float scale)
4529
0
{
4530
0
    ImVec2 origin = window->Viewport->Pos;
4531
0
    window->Pos = ImFloor((window->Pos - origin) * scale + origin);
4532
0
    window->Size = ImFloor(window->Size * scale);
4533
0
    window->SizeFull = ImFloor(window->SizeFull * scale);
4534
0
    window->ContentSize = ImFloor(window->ContentSize * scale);
4535
0
}
4536
4537
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
4538
0
{
4539
0
    return (window->Active) && (!window->Hidden);
4540
0
}
4541
4542
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
4543
void ImGui::UpdateHoveredWindowAndCaptureFlags()
4544
0
{
4545
0
    ImGuiContext& g = *GImGui;
4546
0
    ImGuiIO& io = g.IO;
4547
0
    g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
4548
4549
    // Find the window hovered by mouse:
4550
    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
4551
    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
4552
    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
4553
0
    bool clear_hovered_windows = false;
4554
0
    FindHoveredWindow();
4555
0
    IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
4556
4557
    // Modal windows prevents mouse from hovering behind them.
4558
0
    ImGuiWindow* modal_window = GetTopMostPopupModal();
4559
0
    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ?
4560
0
        clear_hovered_windows = true;
4561
4562
    // Disabled mouse?
4563
0
    if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
4564
0
        clear_hovered_windows = true;
4565
4566
    // We track click ownership. When clicked outside of a window the click is owned by the application and
4567
    // won't report hovering nor request capture even while dragging over our windows afterward.
4568
0
    const bool has_open_popup = (g.OpenPopupStack.Size > 0);
4569
0
    const bool has_open_modal = (modal_window != NULL);
4570
0
    int mouse_earliest_down = -1;
4571
0
    bool mouse_any_down = false;
4572
0
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
4573
0
    {
4574
0
        if (io.MouseClicked[i])
4575
0
        {
4576
0
            io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;
4577
0
            io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;
4578
0
        }
4579
0
        mouse_any_down |= io.MouseDown[i];
4580
0
        if (io.MouseDown[i])
4581
0
            if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])
4582
0
                mouse_earliest_down = i;
4583
0
    }
4584
0
    const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];
4585
0
    const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];
4586
4587
    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
4588
    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
4589
0
    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
4590
0
    if (!mouse_avail && !mouse_dragging_extern_payload)
4591
0
        clear_hovered_windows = true;
4592
4593
0
    if (clear_hovered_windows)
4594
0
        g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
4595
4596
    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)
4597
    // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag
4598
0
    if (g.WantCaptureMouseNextFrame != -1)
4599
0
    {
4600
0
        io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);
4601
0
    }
4602
0
    else
4603
0
    {
4604
0
        io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;
4605
0
        io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;
4606
0
    }
4607
4608
    // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)
4609
0
    if (g.WantCaptureKeyboardNextFrame != -1)
4610
0
        io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
4611
0
    else
4612
0
        io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
4613
0
    if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
4614
0
        io.WantCaptureKeyboard = true;
4615
4616
    // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
4617
0
    io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
4618
0
}
4619
4620
void ImGui::NewFrame()
4621
0
{
4622
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4623
0
    ImGuiContext& g = *GImGui;
4624
4625
    // Remove pending delete hooks before frame start.
4626
    // This deferred removal avoid issues of removal while iterating the hook vector
4627
0
    for (int n = g.Hooks.Size - 1; n >= 0; n--)
4628
0
        if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
4629
0
            g.Hooks.erase(&g.Hooks[n]);
4630
4631
0
    CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
4632
4633
    // Check and assert for various common IO and Configuration mistakes
4634
0
    g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
4635
0
    ErrorCheckNewFrameSanityChecks();
4636
0
    g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
4637
4638
    // Load settings on first frame, save settings when modified (after a delay)
4639
0
    UpdateSettings();
4640
4641
0
    g.Time += g.IO.DeltaTime;
4642
0
    g.WithinFrameScope = true;
4643
0
    g.FrameCount += 1;
4644
0
    g.TooltipOverrideCount = 0;
4645
0
    g.WindowsActiveCount = 0;
4646
0
    g.MenusIdSubmittedThisFrame.resize(0);
4647
4648
    // Calculate frame-rate for the user, as a purely luxurious feature
4649
0
    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
4650
0
    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
4651
0
    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
4652
0
    g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
4653
0
    g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
4654
4655
    // Process input queue (trickle as many events as possible), turn events into writes to IO structure
4656
0
    g.InputEventsTrail.resize(0);
4657
0
    UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
4658
4659
    // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
4660
0
    UpdateViewportsNewFrame();
4661
4662
    // Setup current font and draw list shared data
4663
    // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
4664
0
    g.IO.Fonts->Locked = true;
4665
0
    SetCurrentFont(GetDefaultFont());
4666
0
    IM_ASSERT(g.Font->IsLoaded());
4667
0
    ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
4668
0
    for (int n = 0; n < g.Viewports.Size; n++)
4669
0
        virtual_space.Add(g.Viewports[n]->GetMainRect());
4670
0
    g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
4671
0
    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
4672
0
    g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
4673
0
    g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
4674
0
    if (g.Style.AntiAliasedLines)
4675
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
4676
0
    if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))
4677
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
4678
0
    if (g.Style.AntiAliasedFill)
4679
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
4680
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
4681
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
4682
4683
    // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
4684
0
    for (int n = 0; n < g.Viewports.Size; n++)
4685
0
    {
4686
0
        ImGuiViewportP* viewport = g.Viewports[n];
4687
0
        viewport->DrawData = NULL;
4688
0
        viewport->DrawDataP.Clear();
4689
0
    }
4690
4691
    // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
4692
0
    if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
4693
0
        KeepAliveID(g.DragDropPayload.SourceId);
4694
4695
    // Update HoveredId data
4696
0
    if (!g.HoveredIdPreviousFrame)
4697
0
        g.HoveredIdTimer = 0.0f;
4698
0
    if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
4699
0
        g.HoveredIdNotActiveTimer = 0.0f;
4700
0
    if (g.HoveredId)
4701
0
        g.HoveredIdTimer += g.IO.DeltaTime;
4702
0
    if (g.HoveredId && g.ActiveId != g.HoveredId)
4703
0
        g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
4704
0
    g.HoveredIdPreviousFrame = g.HoveredId;
4705
0
    g.HoveredId = 0;
4706
0
    g.HoveredIdAllowOverlap = false;
4707
0
    g.HoveredIdDisabled = false;
4708
4709
    // Clear ActiveID if the item is not alive anymore.
4710
    // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().
4711
    // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.
4712
0
    if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)
4713
0
    {
4714
0
        IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");
4715
0
        ClearActiveID();
4716
0
    }
4717
4718
    // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
4719
0
    if (g.ActiveId)
4720
0
        g.ActiveIdTimer += g.IO.DeltaTime;
4721
0
    g.LastActiveIdTimer += g.IO.DeltaTime;
4722
0
    g.ActiveIdPreviousFrame = g.ActiveId;
4723
0
    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
4724
0
    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
4725
0
    g.ActiveIdIsAlive = 0;
4726
0
    g.ActiveIdHasBeenEditedThisFrame = false;
4727
0
    g.ActiveIdPreviousFrameIsAlive = false;
4728
0
    g.ActiveIdIsJustActivated = false;
4729
0
    if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
4730
0
        g.TempInputId = 0;
4731
0
    if (g.ActiveId == 0)
4732
0
    {
4733
0
        g.ActiveIdUsingNavDirMask = 0x00;
4734
0
        g.ActiveIdUsingAllKeyboardKeys = false;
4735
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4736
        g.ActiveIdUsingNavInputMask = 0x00;
4737
#endif
4738
0
    }
4739
4740
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4741
    if (g.ActiveId == 0)
4742
        g.ActiveIdUsingNavInputMask = 0;
4743
    else if (g.ActiveIdUsingNavInputMask != 0)
4744
    {
4745
        // If your custom widget code used:                 { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }
4746
        // Since IMGUI_VERSION_NUM >= 18804 it should be:   { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); }
4747
        if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))
4748
            SetKeyOwner(ImGuiKey_Escape, g.ActiveId);
4749
        if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))
4750
            IM_ASSERT(0); // Other values unsupported
4751
    }
4752
#endif
4753
4754
    // Record when we have been stationary as this state is preserved while over same item.
4755
    // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values.
4756
    // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function.
4757
0
    if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
4758
0
        g.HoverItemUnlockedStationaryId = g.HoverItemDelayId;
4759
0
    else if (g.HoverItemDelayId == 0)
4760
0
        g.HoverItemUnlockedStationaryId = 0;
4761
0
    if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
4762
0
        g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID;
4763
0
    else if (g.HoveredWindow == NULL)
4764
0
        g.HoverWindowUnlockedStationaryId = 0;
4765
4766
    // Update hover delay for IsItemHovered() with delays and tooltips
4767
0
    g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId;
4768
0
    if (g.HoverItemDelayId != 0)
4769
0
    {
4770
0
        g.HoverItemDelayTimer += g.IO.DeltaTime;
4771
0
        g.HoverItemDelayClearTimer = 0.0f;
4772
0
        g.HoverItemDelayId = 0;
4773
0
    }
4774
0
    else if (g.HoverItemDelayTimer > 0.0f)
4775
0
    {
4776
        // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
4777
        // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle.
4778
0
        g.HoverItemDelayClearTimer += g.IO.DeltaTime;
4779
0
        if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate
4780
0
            g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
4781
0
    }
4782
4783
    // Drag and drop
4784
0
    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
4785
0
    g.DragDropAcceptIdCurr = 0;
4786
0
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
4787
0
    g.DragDropWithinSource = false;
4788
0
    g.DragDropWithinTarget = false;
4789
0
    g.DragDropHoldJustPressedId = 0;
4790
4791
    // Close popups on focus lost (currently wip/opt-in)
4792
    //if (g.IO.AppFocusLost)
4793
    //    ClosePopupsExceptModals();
4794
4795
    // Update keyboard input state
4796
0
    UpdateKeyboardInputs();
4797
4798
    //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
4799
    //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
4800
    //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
4801
    //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
4802
4803
    // Update gamepad/keyboard navigation
4804
0
    NavUpdate();
4805
4806
    // Update mouse input state
4807
0
    UpdateMouseInputs();
4808
4809
    // Undocking
4810
    // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
4811
0
    DockContextNewFrameUpdateUndocking(&g);
4812
4813
    // Find hovered window
4814
    // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
4815
0
    UpdateHoveredWindowAndCaptureFlags();
4816
4817
    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
4818
0
    UpdateMouseMovingWindowNewFrame();
4819
4820
    // Background darkening/whitening
4821
0
    if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
4822
0
        g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
4823
0
    else
4824
0
        g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
4825
4826
0
    g.MouseCursor = ImGuiMouseCursor_Arrow;
4827
0
    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
4828
4829
    // Platform IME data: reset for the frame
4830
0
    g.PlatformImeDataPrev = g.PlatformImeData;
4831
0
    g.PlatformImeData.WantVisible = false;
4832
4833
    // Mouse wheel scrolling, scale
4834
0
    UpdateMouseWheel();
4835
4836
    // Mark all windows as not visible and compact unused memory.
4837
0
    IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
4838
0
    const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
4839
0
    for (int i = 0; i != g.Windows.Size; i++)
4840
0
    {
4841
0
        ImGuiWindow* window = g.Windows[i];
4842
0
        window->WasActive = window->Active;
4843
0
        window->Active = false;
4844
0
        window->WriteAccessed = false;
4845
0
        window->BeginCountPreviousFrame = window->BeginCount;
4846
0
        window->BeginCount = 0;
4847
4848
        // Garbage collect transient buffers of recently unused windows
4849
0
        if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
4850
0
            GcCompactTransientWindowBuffers(window);
4851
0
    }
4852
4853
    // Garbage collect transient buffers of recently unused tables
4854
0
    for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
4855
0
        if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
4856
0
            TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
4857
0
    for (int i = 0; i < g.TablesTempData.Size; i++)
4858
0
        if (g.TablesTempData[i].LastTimeActive >= 0.0f && g.TablesTempData[i].LastTimeActive < memory_compact_start_time)
4859
0
            TableGcCompactTransientBuffers(&g.TablesTempData[i]);
4860
0
    if (g.GcCompactAll)
4861
0
        GcCompactTransientMiscBuffers();
4862
0
    g.GcCompactAll = false;
4863
4864
    // Closing the focused window restore focus to the first active root window in descending z-order
4865
0
    if (g.NavWindow && !g.NavWindow->WasActive)
4866
0
        FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild);
4867
4868
    // No window should be open at the beginning of the frame.
4869
    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
4870
0
    g.CurrentWindowStack.resize(0);
4871
0
    g.BeginPopupStack.resize(0);
4872
0
    g.ItemFlagsStack.resize(0);
4873
0
    g.ItemFlagsStack.push_back(ImGuiItemFlags_None);
4874
0
    g.GroupStack.resize(0);
4875
4876
    // Docking
4877
0
    DockContextNewFrameUpdateDocking(&g);
4878
4879
    // [DEBUG] Update debug features
4880
0
    UpdateDebugToolItemPicker();
4881
0
    UpdateDebugToolStackQueries();
4882
0
    if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)
4883
0
        g.DebugLocateId = 0;
4884
0
    if (g.DebugLogClipperAutoDisableFrames > 0 && --g.DebugLogClipperAutoDisableFrames == 0)
4885
0
    {
4886
0
        DebugLog("(Auto-disabled ImGuiDebugLogFlags_EventClipper to avoid spamming)\n");
4887
0
        g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper;
4888
0
    }
4889
4890
    // Create implicit/fallback window - which we will only render it if the user has added something to it.
4891
    // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
4892
    // This fallback is particularly important as it prevents ImGui:: calls from crashing.
4893
0
    g.WithinFrameScopeWithImplicitWindow = true;
4894
0
    SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
4895
0
    Begin("Debug##Default");
4896
0
    IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
4897
4898
    // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack,
4899
    // allowing to validate correct Begin/End behavior in user code.
4900
0
    if (g.IO.ConfigDebugBeginReturnValueLoop)
4901
0
        g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10);
4902
0
    else
4903
0
        g.DebugBeginReturnValueCullDepth = -1;
4904
4905
0
    CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
4906
0
}
4907
4908
// FIXME: Add a more explicit sort order in the window structure.
4909
static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
4910
0
{
4911
0
    const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
4912
0
    const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
4913
0
    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
4914
0
        return d;
4915
0
    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
4916
0
        return d;
4917
0
    return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
4918
0
}
4919
4920
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
4921
0
{
4922
0
    out_sorted_windows->push_back(window);
4923
0
    if (window->Active)
4924
0
    {
4925
0
        int count = window->DC.ChildWindows.Size;
4926
0
        ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
4927
0
        for (int i = 0; i < count; i++)
4928
0
        {
4929
0
            ImGuiWindow* child = window->DC.ChildWindows[i];
4930
0
            if (child->Active)
4931
0
                AddWindowToSortBuffer(out_sorted_windows, child);
4932
0
        }
4933
0
    }
4934
0
}
4935
4936
static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
4937
0
{
4938
0
    if (draw_list->CmdBuffer.Size == 0)
4939
0
        return;
4940
0
    if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL)
4941
0
        return;
4942
4943
    // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
4944
    // May trigger for you if you are using PrimXXX functions incorrectly.
4945
0
    IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
4946
0
    IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
4947
0
    if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))
4948
0
        IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
4949
4950
    // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
4951
    // If this assert triggers because you are drawing lots of stuff manually:
4952
    // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
4953
    //   Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.
4954
    // - If you want large meshes with more than 64K vertices, you can either:
4955
    //   (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
4956
    //       Most example backends already support this from 1.71. Pre-1.71 backends won't.
4957
    //       Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.
4958
    //   (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
4959
    //       Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:
4960
    //         glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
4961
    //       Your own engine or render API may use different parameters or function calls to specify index sizes.
4962
    //       2 and 4 bytes indices are generally supported by most graphics API.
4963
    // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
4964
    //   the 64K limit to split your draw commands in multiple draw lists.
4965
0
    if (sizeof(ImDrawIdx) == 2)
4966
0
        IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
4967
4968
0
    out_list->push_back(draw_list);
4969
0
}
4970
4971
static void AddWindowToDrawData(ImGuiWindow* window, int layer)
4972
0
{
4973
0
    ImGuiContext& g = *GImGui;
4974
0
    ImGuiViewportP* viewport = window->Viewport;
4975
0
    IM_ASSERT(viewport != NULL);
4976
0
    g.IO.MetricsRenderWindows++;
4977
0
    if (window->Flags & ImGuiWindowFlags_DockNodeHost)
4978
0
        window->DrawList->ChannelsMerge();
4979
0
    AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList);
4980
0
    for (int i = 0; i < window->DC.ChildWindows.Size; i++)
4981
0
    {
4982
0
        ImGuiWindow* child = window->DC.ChildWindows[i];
4983
0
        if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
4984
0
            AddWindowToDrawData(child, layer);
4985
0
    }
4986
0
}
4987
4988
static inline int GetWindowDisplayLayer(ImGuiWindow* window)
4989
0
{
4990
0
    return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
4991
0
}
4992
4993
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
4994
static inline void AddRootWindowToDrawData(ImGuiWindow* window)
4995
0
{
4996
0
    AddWindowToDrawData(window, GetWindowDisplayLayer(window));
4997
0
}
4998
4999
void ImDrawDataBuilder::FlattenIntoSingleLayer()
5000
0
{
5001
0
    int n = Layers[0].Size;
5002
0
    int size = n;
5003
0
    for (int i = 1; i < IM_ARRAYSIZE(Layers); i++)
5004
0
        size += Layers[i].Size;
5005
0
    Layers[0].resize(size);
5006
0
    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++)
5007
0
    {
5008
0
        ImVector<ImDrawList*>& layer = Layers[layer_n];
5009
0
        if (layer.empty())
5010
0
            continue;
5011
0
        memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
5012
0
        n += layer.Size;
5013
0
        layer.resize(0);
5014
0
    }
5015
0
}
5016
5017
static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector<ImDrawList*>* draw_lists)
5018
0
{
5019
    // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode,
5020
    // and to allow applications/backends to easily skip rendering.
5021
    // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure.
5022
    // This is because the work has been done already, and its wasted! We should fix that and add optimizations for
5023
    // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline.
5024
0
    const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0;
5025
5026
0
    ImGuiIO& io = ImGui::GetIO();
5027
0
    ImDrawData* draw_data = &viewport->DrawDataP;
5028
0
    viewport->DrawData = draw_data; // Make publicly accessible
5029
0
    draw_data->Valid = true;
5030
0
    draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
5031
0
    draw_data->CmdListsCount = draw_lists->Size;
5032
0
    draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
5033
0
    draw_data->DisplayPos = viewport->Pos;
5034
0
    draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size;
5035
0
    draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis?
5036
0
    draw_data->OwnerViewport = viewport;
5037
0
    for (int n = 0; n < draw_lists->Size; n++)
5038
0
    {
5039
0
        ImDrawList* draw_list = draw_lists->Data[n];
5040
0
        draw_list->_PopUnusedDrawCmd();
5041
0
        draw_data->TotalVtxCount += draw_list->VtxBuffer.Size;
5042
0
        draw_data->TotalIdxCount += draw_list->IdxBuffer.Size;
5043
0
    }
5044
0
}
5045
5046
// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
5047
// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
5048
//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.
5049
// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
5050
//   some frequently called functions which to modify both channels and clipping simultaneously tend to use the
5051
//   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
5052
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
5053
0
{
5054
0
    ImGuiWindow* window = GetCurrentWindow();
5055
0
    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
5056
0
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5057
0
}
5058
5059
void ImGui::PopClipRect()
5060
0
{
5061
0
    ImGuiWindow* window = GetCurrentWindow();
5062
0
    window->DrawList->PopClipRect();
5063
0
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5064
0
}
5065
5066
static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window)
5067
0
{
5068
0
    for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--)
5069
0
        if (IsWindowActiveAndVisible(window->DC.ChildWindows[n]))
5070
0
            return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]);
5071
0
    return window;
5072
0
}
5073
5074
static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
5075
0
{
5076
0
    if ((col & IM_COL32_A_MASK) == 0)
5077
0
        return;
5078
5079
0
    ImGuiViewportP* viewport = window->Viewport;
5080
0
    ImRect viewport_rect = viewport->GetMainRect();
5081
5082
    // Draw behind window by moving the draw command at the FRONT of the draw list
5083
0
    {
5084
        // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows,
5085
        // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
5086
        // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.
5087
0
        ImDrawList* draw_list = window->RootWindowDockTree->DrawList;
5088
0
        if (draw_list->CmdBuffer.Size == 0)
5089
0
            draw_list->AddDrawCmd();
5090
0
        draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // Ensure ImDrawCmd are not merged
5091
0
        draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
5092
0
        ImDrawCmd cmd = draw_list->CmdBuffer.back();
5093
0
        IM_ASSERT(cmd.ElemCount == 6);
5094
0
        draw_list->CmdBuffer.pop_back();
5095
0
        draw_list->CmdBuffer.push_front(cmd);
5096
0
        draw_list->PopClipRect();
5097
0
        draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
5098
0
    }
5099
5100
    // Draw over sibling docking nodes in a same docking tree
5101
0
    if (window->RootWindow->DockIsActive)
5102
0
    {
5103
0
        ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
5104
0
        if (draw_list->CmdBuffer.Size == 0)
5105
0
            draw_list->AddDrawCmd();
5106
0
        draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false);
5107
0
        RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding);
5108
0
        draw_list->PopClipRect();
5109
0
    }
5110
0
}
5111
5112
ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
5113
0
{
5114
0
    ImGuiContext& g = *GImGui;
5115
0
    ImGuiWindow* bottom_most_visible_window = parent_window;
5116
0
    for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)
5117
0
    {
5118
0
        ImGuiWindow* window = g.Windows[i];
5119
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
5120
0
            continue;
5121
0
        if (!IsWindowWithinBeginStackOf(window, parent_window))
5122
0
            break;
5123
0
        if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))
5124
0
            bottom_most_visible_window = window;
5125
0
    }
5126
0
    return bottom_most_visible_window;
5127
0
}
5128
5129
static void ImGui::RenderDimmedBackgrounds()
5130
0
{
5131
0
    ImGuiContext& g = *GImGui;
5132
0
    ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();
5133
0
    if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
5134
0
        return;
5135
0
    const bool dim_bg_for_modal = (modal_window != NULL);
5136
0
    const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);
5137
0
    if (!dim_bg_for_modal && !dim_bg_for_window_list)
5138
0
        return;
5139
5140
0
    ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL };
5141
0
    if (dim_bg_for_modal)
5142
0
    {
5143
        // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
5144
0
        ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
5145
0
        RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio));
5146
0
        viewports_already_dimmed[0] = modal_window->Viewport;
5147
0
    }
5148
0
    else if (dim_bg_for_window_list)
5149
0
    {
5150
        // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
5151
0
        RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5152
0
        if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport)
5153
0
            RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5154
0
        viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport;
5155
0
        viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL;
5156
5157
        // Draw border around CTRL+Tab target window
5158
0
        ImGuiWindow* window = g.NavWindowingTargetAnim;
5159
0
        ImGuiViewport* viewport = window->Viewport;
5160
0
        float distance = g.FontSize;
5161
0
        ImRect bb = window->Rect();
5162
0
        bb.Expand(distance);
5163
0
        if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)
5164
0
            bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward
5165
0
        if (window->DrawList->CmdBuffer.Size == 0)
5166
0
            window->DrawList->AddDrawCmd();
5167
0
        window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
5168
0
        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
5169
0
        window->DrawList->PopClipRect();
5170
0
    }
5171
5172
    // Draw dimming background on _other_ viewports than the ones our windows are in
5173
0
    for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++)
5174
0
    {
5175
0
        ImGuiViewportP* viewport = g.Viewports[viewport_n];
5176
0
        if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1])
5177
0
            continue;
5178
0
        if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window))
5179
0
            continue;
5180
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
5181
0
        const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
5182
0
        draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
5183
0
    }
5184
0
}
5185
5186
// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
5187
void ImGui::EndFrame()
5188
0
{
5189
0
    ImGuiContext& g = *GImGui;
5190
0
    IM_ASSERT(g.Initialized);
5191
5192
    // Don't process EndFrame() multiple times.
5193
0
    if (g.FrameCountEnded == g.FrameCount)
5194
0
        return;
5195
0
    IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
5196
5197
0
    CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
5198
5199
0
    ErrorCheckEndFrameSanityChecks();
5200
5201
    // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
5202
0
    ImGuiPlatformImeData* ime_data = &g.PlatformImeData;
5203
0
    if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
5204
0
    {
5205
0
        ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport);
5206
0
        IMGUI_DEBUG_LOG_IO("[io] Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
5207
0
        if (viewport == NULL)
5208
0
            viewport = GetMainViewport();
5209
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5210
        if (viewport->PlatformHandleRaw == NULL && g.IO.ImeWindowHandle != NULL)
5211
        {
5212
            viewport->PlatformHandleRaw = g.IO.ImeWindowHandle;
5213
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5214
            viewport->PlatformHandleRaw = NULL;
5215
        }
5216
        else
5217
#endif
5218
0
        {
5219
0
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5220
0
        }
5221
0
    }
5222
5223
    // Hide implicit/fallback "Debug" window if it hasn't been used
5224
0
    g.WithinFrameScopeWithImplicitWindow = false;
5225
0
    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
5226
0
        g.CurrentWindow->Active = false;
5227
0
    End();
5228
5229
    // Update navigation: CTRL+Tab, wrap-around requests
5230
0
    NavEndFrame();
5231
5232
    // Update docking
5233
0
    DockContextEndFrame(&g);
5234
5235
0
    SetCurrentViewport(NULL, NULL);
5236
5237
    // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
5238
0
    if (g.DragDropActive)
5239
0
    {
5240
0
        bool is_delivered = g.DragDropPayload.Delivery;
5241
0
        bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));
5242
0
        if (is_delivered || is_elapsed)
5243
0
            ClearDragDrop();
5244
0
    }
5245
5246
    // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
5247
0
    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
5248
0
    {
5249
0
        g.DragDropWithinSource = true;
5250
0
        SetTooltip("...");
5251
0
        g.DragDropWithinSource = false;
5252
0
    }
5253
5254
    // End frame
5255
0
    g.WithinFrameScope = false;
5256
0
    g.FrameCountEnded = g.FrameCount;
5257
5258
    // Initiate moving window + handle left-click and right-click focus
5259
0
    UpdateMouseMovingWindowEndFrame();
5260
5261
    // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
5262
0
    UpdateViewportsEndFrame();
5263
5264
    // Sort the window list so that all child windows are after their parent
5265
    // We cannot do that on FocusWindow() because children may not exist yet
5266
0
    g.WindowsTempSortBuffer.resize(0);
5267
0
    g.WindowsTempSortBuffer.reserve(g.Windows.Size);
5268
0
    for (int i = 0; i != g.Windows.Size; i++)
5269
0
    {
5270
0
        ImGuiWindow* window = g.Windows[i];
5271
0
        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it
5272
0
            continue;
5273
0
        AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
5274
0
    }
5275
5276
    // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
5277
0
    IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
5278
0
    g.Windows.swap(g.WindowsTempSortBuffer);
5279
0
    g.IO.MetricsActiveWindows = g.WindowsActiveCount;
5280
5281
    // Unlock font atlas
5282
0
    g.IO.Fonts->Locked = false;
5283
5284
    // Clear Input data for next frame
5285
0
    g.IO.AppFocusLost = false;
5286
0
    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
5287
0
    g.IO.InputQueueCharacters.resize(0);
5288
5289
0
    CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
5290
0
}
5291
5292
// Prepare the data for rendering so you can call GetDrawData()
5293
// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
5294
// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
5295
void ImGui::Render()
5296
0
{
5297
0
    ImGuiContext& g = *GImGui;
5298
0
    IM_ASSERT(g.Initialized);
5299
5300
0
    if (g.FrameCountEnded != g.FrameCount)
5301
0
        EndFrame();
5302
0
    const bool first_render_of_frame = (g.FrameCountRendered != g.FrameCount);
5303
0
    g.FrameCountRendered = g.FrameCount;
5304
0
    g.IO.MetricsRenderWindows = 0;
5305
5306
0
    CallContextHooks(&g, ImGuiContextHookType_RenderPre);
5307
5308
    // Add background ImDrawList (for each active viewport)
5309
0
    for (int n = 0; n != g.Viewports.Size; n++)
5310
0
    {
5311
0
        ImGuiViewportP* viewport = g.Viewports[n];
5312
0
        viewport->DrawDataBuilder.Clear();
5313
0
        if (viewport->DrawLists[0] != NULL)
5314
0
            AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
5315
0
    }
5316
5317
    // Add ImDrawList to render
5318
0
    ImGuiWindow* windows_to_render_top_most[2];
5319
0
    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL;
5320
0
    windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
5321
0
    for (int n = 0; n != g.Windows.Size; n++)
5322
0
    {
5323
0
        ImGuiWindow* window = g.Windows[n];
5324
0
        IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
5325
0
        if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
5326
0
            AddRootWindowToDrawData(window);
5327
0
    }
5328
0
    for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
5329
0
        if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
5330
0
            AddRootWindowToDrawData(windows_to_render_top_most[n]);
5331
5332
    // Draw modal/window whitening backgrounds
5333
0
    if (first_render_of_frame)
5334
0
        RenderDimmedBackgrounds();
5335
5336
    // Draw software mouse cursor if requested by io.MouseDrawCursor flag
5337
0
    if (g.IO.MouseDrawCursor && first_render_of_frame && g.MouseCursor != ImGuiMouseCursor_None)
5338
0
        RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
5339
5340
    // Setup ImDrawData structures for end-user
5341
0
    g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
5342
0
    for (int n = 0; n < g.Viewports.Size; n++)
5343
0
    {
5344
0
        ImGuiViewportP* viewport = g.Viewports[n];
5345
0
        viewport->DrawDataBuilder.FlattenIntoSingleLayer();
5346
5347
        // Add foreground ImDrawList (for each active viewport)
5348
0
        if (viewport->DrawLists[1] != NULL)
5349
0
            AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
5350
5351
0
        SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]);
5352
0
        ImDrawData* draw_data = viewport->DrawData;
5353
0
        g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
5354
0
        g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
5355
0
    }
5356
5357
0
    CallContextHooks(&g, ImGuiContextHookType_RenderPost);
5358
0
}
5359
5360
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
5361
// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
5362
ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
5363
0
{
5364
0
    ImGuiContext& g = *GImGui;
5365
5366
0
    const char* text_display_end;
5367
0
    if (hide_text_after_double_hash)
5368
0
        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string
5369
0
    else
5370
0
        text_display_end = text_end;
5371
5372
0
    ImFont* font = g.Font;
5373
0
    const float font_size = g.FontSize;
5374
0
    if (text == text_display_end)
5375
0
        return ImVec2(0.0f, font_size);
5376
0
    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
5377
5378
    // Round
5379
    // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.
5380
    // FIXME: Investigate using ceilf or e.g.
5381
    // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
5382
    // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
5383
0
    text_size.x = IM_FLOOR(text_size.x + 0.99999f);
5384
5385
0
    return text_size;
5386
0
}
5387
5388
// Find window given position, search front-to-back
5389
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
5390
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
5391
// called, aka before the next Begin(). Moving window isn't affected.
5392
static void FindHoveredWindow()
5393
0
{
5394
0
    ImGuiContext& g = *GImGui;
5395
5396
    // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame)
5397
0
    ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL;
5398
0
    if (g.MovingWindow)
5399
0
        g.MovingWindow->Viewport = g.MouseViewport;
5400
5401
0
    ImGuiWindow* hovered_window = NULL;
5402
0
    ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
5403
0
    if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
5404
0
        hovered_window = g.MovingWindow;
5405
5406
0
    ImVec2 padding_regular = g.Style.TouchExtraPadding;
5407
0
    ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;
5408
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
5409
0
    {
5410
0
        ImGuiWindow* window = g.Windows[i];
5411
0
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5412
0
        if (!window->Active || window->Hidden)
5413
0
            continue;
5414
0
        if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
5415
0
            continue;
5416
0
        IM_ASSERT(window->Viewport);
5417
0
        if (window->Viewport != g.MouseViewport)
5418
0
            continue;
5419
5420
        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
5421
0
        ImRect bb(window->OuterRectClipped);
5422
0
        if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize))
5423
0
            bb.Expand(padding_regular);
5424
0
        else
5425
0
            bb.Expand(padding_for_resize);
5426
0
        if (!bb.Contains(g.IO.MousePos))
5427
0
            continue;
5428
5429
        // Support for one rectangular hole in any given window
5430
        // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)
5431
0
        if (window->HitTestHoleSize.x != 0)
5432
0
        {
5433
0
            ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);
5434
0
            ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);
5435
0
            if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))
5436
0
                continue;
5437
0
        }
5438
5439
0
        if (hovered_window == NULL)
5440
0
            hovered_window = window;
5441
0
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5442
0
        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree))
5443
0
            hovered_window_ignoring_moving_window = window;
5444
0
        if (hovered_window && hovered_window_ignoring_moving_window)
5445
0
            break;
5446
0
    }
5447
5448
0
    g.HoveredWindow = hovered_window;
5449
0
    g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
5450
5451
0
    if (g.MovingWindow)
5452
0
        g.MovingWindow->Viewport = moving_window_viewport;
5453
0
}
5454
5455
bool ImGui::IsItemActive()
5456
0
{
5457
0
    ImGuiContext& g = *GImGui;
5458
0
    if (g.ActiveId)
5459
0
        return g.ActiveId == g.LastItemData.ID;
5460
0
    return false;
5461
0
}
5462
5463
bool ImGui::IsItemActivated()
5464
0
{
5465
0
    ImGuiContext& g = *GImGui;
5466
0
    if (g.ActiveId)
5467
0
        if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)
5468
0
            return true;
5469
0
    return false;
5470
0
}
5471
5472
bool ImGui::IsItemDeactivated()
5473
0
{
5474
0
    ImGuiContext& g = *GImGui;
5475
0
    if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
5476
0
        return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
5477
0
    return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);
5478
0
}
5479
5480
bool ImGui::IsItemDeactivatedAfterEdit()
5481
0
{
5482
0
    ImGuiContext& g = *GImGui;
5483
0
    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
5484
0
}
5485
5486
// == GetItemID() == GetFocusID()
5487
bool ImGui::IsItemFocused()
5488
0
{
5489
0
    ImGuiContext& g = *GImGui;
5490
0
    if (g.NavId != g.LastItemData.ID || g.NavId == 0)
5491
0
        return false;
5492
5493
    // Special handling for the dummy item after Begin() which represent the title bar or tab.
5494
    // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
5495
0
    ImGuiWindow* window = g.CurrentWindow;
5496
0
    if (g.LastItemData.ID == window->ID && window->WriteAccessed)
5497
0
        return false;
5498
5499
0
    return true;
5500
0
}
5501
5502
// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!
5503
// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.
5504
bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
5505
0
{
5506
0
    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
5507
0
}
5508
5509
bool ImGui::IsItemToggledOpen()
5510
0
{
5511
0
    ImGuiContext& g = *GImGui;
5512
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
5513
0
}
5514
5515
bool ImGui::IsItemToggledSelection()
5516
0
{
5517
0
    ImGuiContext& g = *GImGui;
5518
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
5519
0
}
5520
5521
bool ImGui::IsAnyItemHovered()
5522
0
{
5523
0
    ImGuiContext& g = *GImGui;
5524
0
    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
5525
0
}
5526
5527
bool ImGui::IsAnyItemActive()
5528
0
{
5529
0
    ImGuiContext& g = *GImGui;
5530
0
    return g.ActiveId != 0;
5531
0
}
5532
5533
bool ImGui::IsAnyItemFocused()
5534
0
{
5535
0
    ImGuiContext& g = *GImGui;
5536
0
    return g.NavId != 0 && !g.NavDisableHighlight;
5537
0
}
5538
5539
bool ImGui::IsItemVisible()
5540
0
{
5541
0
    ImGuiContext& g = *GImGui;
5542
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0;
5543
0
}
5544
5545
bool ImGui::IsItemEdited()
5546
0
{
5547
0
    ImGuiContext& g = *GImGui;
5548
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;
5549
0
}
5550
5551
// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
5552
// FIXME: Although this is exposed, its interaction and ideal idiom with using ImGuiButtonFlags_AllowItemOverlap flag are extremely confusing, need rework.
5553
void ImGui::SetItemAllowOverlap()
5554
0
{
5555
0
    ImGuiContext& g = *GImGui;
5556
0
    ImGuiID id = g.LastItemData.ID;
5557
0
    if (g.HoveredId == id)
5558
0
        g.HoveredIdAllowOverlap = true;
5559
0
    if (g.ActiveId == id)
5560
0
        g.ActiveIdAllowOverlap = true;
5561
0
}
5562
5563
// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function.
5564
void ImGui::SetActiveIdUsingAllKeyboardKeys()
5565
0
{
5566
0
    ImGuiContext& g = *GImGui;
5567
0
    IM_ASSERT(g.ActiveId != 0);
5568
0
    g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;
5569
0
    g.ActiveIdUsingAllKeyboardKeys = true;
5570
0
    NavMoveRequestCancel();
5571
0
}
5572
5573
ImGuiID ImGui::GetItemID()
5574
0
{
5575
0
    ImGuiContext& g = *GImGui;
5576
0
    return g.LastItemData.ID;
5577
0
}
5578
5579
ImVec2 ImGui::GetItemRectMin()
5580
0
{
5581
0
    ImGuiContext& g = *GImGui;
5582
0
    return g.LastItemData.Rect.Min;
5583
0
}
5584
5585
ImVec2 ImGui::GetItemRectMax()
5586
0
{
5587
0
    ImGuiContext& g = *GImGui;
5588
0
    return g.LastItemData.Rect.Max;
5589
0
}
5590
5591
ImVec2 ImGui::GetItemRectSize()
5592
0
{
5593
0
    ImGuiContext& g = *GImGui;
5594
0
    return g.LastItemData.Rect.GetSize();
5595
0
}
5596
5597
bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags)
5598
0
{
5599
0
    ImGuiContext& g = *GImGui;
5600
0
    ImGuiWindow* parent_window = g.CurrentWindow;
5601
5602
0
    flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoDocking;
5603
0
    flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove);  // Inherit the NoMove flag
5604
5605
    // Size
5606
0
    const ImVec2 content_avail = GetContentRegionAvail();
5607
0
    ImVec2 size = ImFloor(size_arg);
5608
0
    const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);
5609
0
    if (size.x <= 0.0f)
5610
0
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too many issues)
5611
0
    if (size.y <= 0.0f)
5612
0
        size.y = ImMax(content_avail.y + size.y, 4.0f);
5613
0
    SetNextWindowSize(size);
5614
5615
    // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
5616
0
    const char* temp_window_name;
5617
0
    if (name)
5618
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id);
5619
0
    else
5620
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id);
5621
5622
0
    const float backup_border_size = g.Style.ChildBorderSize;
5623
0
    if (!border)
5624
0
        g.Style.ChildBorderSize = 0.0f;
5625
0
    bool ret = Begin(temp_window_name, NULL, flags);
5626
0
    g.Style.ChildBorderSize = backup_border_size;
5627
5628
0
    ImGuiWindow* child_window = g.CurrentWindow;
5629
0
    child_window->ChildId = id;
5630
0
    child_window->AutoFitChildAxises = (ImS8)auto_fit_axises;
5631
5632
    // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
5633
    // While this is not really documented/defined, it seems that the expected thing to do.
5634
0
    if (child_window->BeginCount == 1)
5635
0
        parent_window->DC.CursorPos = child_window->Pos;
5636
5637
    // Process navigation-in immediately so NavInit can run on first frame
5638
    // Can enter a child if (A) it has navigatable items or (B) it can be scrolled.
5639
0
    const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id);
5640
0
    if (g.ActiveId == temp_id_for_activation)
5641
0
        ClearActiveID();
5642
0
    if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY))
5643
0
    {
5644
0
        FocusWindow(child_window);
5645
0
        NavInitWindow(child_window, false);
5646
0
        SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
5647
0
        g.ActiveIdSource = g.NavInputSource;
5648
0
    }
5649
0
    return ret;
5650
0
}
5651
5652
bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
5653
0
{
5654
0
    ImGuiWindow* window = GetCurrentWindow();
5655
0
    return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags);
5656
0
}
5657
5658
bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
5659
0
{
5660
0
    IM_ASSERT(id != 0);
5661
0
    return BeginChildEx(NULL, id, size_arg, border, extra_flags);
5662
0
}
5663
5664
void ImGui::EndChild()
5665
0
{
5666
0
    ImGuiContext& g = *GImGui;
5667
0
    ImGuiWindow* window = g.CurrentWindow;
5668
5669
0
    IM_ASSERT(g.WithinEndChild == false);
5670
0
    IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls
5671
5672
0
    g.WithinEndChild = true;
5673
0
    if (window->BeginCount > 1)
5674
0
    {
5675
0
        End();
5676
0
    }
5677
0
    else
5678
0
    {
5679
0
        ImVec2 sz = window->Size;
5680
0
        if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f
5681
0
            sz.x = ImMax(4.0f, sz.x);
5682
0
        if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y))
5683
0
            sz.y = ImMax(4.0f, sz.y);
5684
0
        End();
5685
5686
0
        ImGuiWindow* parent_window = g.CurrentWindow;
5687
0
        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);
5688
0
        ItemSize(sz);
5689
0
        if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavWindowHasScrollY) && !(window->Flags & ImGuiWindowFlags_NavFlattened))
5690
0
        {
5691
0
            ItemAdd(bb, window->ChildId);
5692
0
            RenderNavHighlight(bb, window->ChildId);
5693
5694
            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
5695
0
            if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow)
5696
0
                RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
5697
0
        }
5698
0
        else
5699
0
        {
5700
            // Not navigable into
5701
0
            ItemAdd(bb, 0);
5702
5703
            // But when flattened we directly reach items, adjust active layer mask accordingly
5704
0
            if (window->Flags & ImGuiWindowFlags_NavFlattened)
5705
0
                parent_window->DC.NavLayersActiveMaskNext |= window->DC.NavLayersActiveMaskNext;
5706
0
        }
5707
0
        if (g.HoveredWindow == window)
5708
0
            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
5709
0
    }
5710
0
    g.WithinEndChild = false;
5711
0
    g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
5712
0
}
5713
5714
// Helper to create a child window / scrolling region that looks like a normal widget frame.
5715
bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags)
5716
0
{
5717
0
    ImGuiContext& g = *GImGui;
5718
0
    const ImGuiStyle& style = g.Style;
5719
0
    PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
5720
0
    PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
5721
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
5722
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
5723
0
    bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags);
5724
0
    PopStyleVar(3);
5725
0
    PopStyleColor();
5726
0
    return ret;
5727
0
}
5728
5729
void ImGui::EndChildFrame()
5730
0
{
5731
0
    EndChild();
5732
0
}
5733
5734
static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
5735
0
{
5736
0
    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);
5737
0
    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);
5738
0
    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
5739
0
    window->SetWindowDockAllowFlags      = enabled ? (window->SetWindowDockAllowFlags      | flags) : (window->SetWindowDockAllowFlags      & ~flags);
5740
0
}
5741
5742
ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
5743
0
{
5744
0
    ImGuiContext& g = *GImGui;
5745
0
    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
5746
0
}
5747
5748
ImGuiWindow* ImGui::FindWindowByName(const char* name)
5749
0
{
5750
0
    ImGuiID id = ImHashStr(name);
5751
0
    return FindWindowByID(id);
5752
0
}
5753
5754
static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5755
0
{
5756
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5757
0
    window->ViewportPos = main_viewport->Pos;
5758
0
    if (settings->ViewportId)
5759
0
    {
5760
0
        window->ViewportId = settings->ViewportId;
5761
0
        window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y);
5762
0
    }
5763
0
    window->Pos = ImFloor(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y));
5764
0
    if (settings->Size.x > 0 && settings->Size.y > 0)
5765
0
        window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y));
5766
0
    window->Collapsed = settings->Collapsed;
5767
0
    window->DockId = settings->DockId;
5768
0
    window->DockOrder = settings->DockOrder;
5769
0
}
5770
5771
static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
5772
0
{
5773
0
    ImGuiContext& g = *GImGui;
5774
5775
0
    const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
5776
0
    const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
5777
0
    if ((just_created || child_flag_changed) && !new_is_explicit_child)
5778
0
    {
5779
0
        IM_ASSERT(!g.WindowsFocusOrder.contains(window));
5780
0
        g.WindowsFocusOrder.push_back(window);
5781
0
        window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
5782
0
    }
5783
0
    else if (!just_created && child_flag_changed && new_is_explicit_child)
5784
0
    {
5785
0
        IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
5786
0
        for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
5787
0
            g.WindowsFocusOrder[n]->FocusOrder--;
5788
0
        g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
5789
0
        window->FocusOrder = -1;
5790
0
    }
5791
0
    window->IsExplicitChild = new_is_explicit_child;
5792
0
}
5793
5794
static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5795
0
{
5796
    // Initial window state with e.g. default/arbitrary window position
5797
    // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
5798
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5799
0
    window->Pos = main_viewport->Pos + ImVec2(60, 60);
5800
0
    window->ViewportPos = main_viewport->Pos;
5801
0
    window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
5802
5803
0
    if (settings != NULL)
5804
0
    {
5805
0
        SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
5806
0
        ApplyWindowSettings(window, settings);
5807
0
    }
5808
0
    window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values
5809
5810
0
    if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
5811
0
    {
5812
0
        window->AutoFitFramesX = window->AutoFitFramesY = 2;
5813
0
        window->AutoFitOnlyGrows = false;
5814
0
    }
5815
0
    else
5816
0
    {
5817
0
        if (window->Size.x <= 0.0f)
5818
0
            window->AutoFitFramesX = 2;
5819
0
        if (window->Size.y <= 0.0f)
5820
0
            window->AutoFitFramesY = 2;
5821
0
        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
5822
0
    }
5823
0
}
5824
5825
static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
5826
0
{
5827
    // Create window the first time
5828
    //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);
5829
0
    ImGuiContext& g = *GImGui;
5830
0
    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
5831
0
    window->Flags = flags;
5832
0
    g.WindowsById.SetVoidPtr(window->ID, window);
5833
5834
0
    ImGuiWindowSettings* settings = NULL;
5835
0
    if (!(flags & ImGuiWindowFlags_NoSavedSettings))
5836
0
        if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0)
5837
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
5838
5839
0
    InitOrLoadWindowSettings(window, settings);
5840
5841
0
    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
5842
0
        g.Windows.push_front(window); // Quite slow but rare and only once
5843
0
    else
5844
0
        g.Windows.push_back(window);
5845
5846
0
    return window;
5847
0
}
5848
5849
static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window)
5850
0
{
5851
0
    return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window;
5852
0
}
5853
5854
static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window)
5855
0
{
5856
0
    return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window;
5857
0
}
5858
5859
static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
5860
0
{
5861
0
    ImGuiContext& g = *GImGui;
5862
0
    ImVec2 new_size = size_desired;
5863
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
5864
0
    {
5865
        // Using -1,-1 on either X/Y axis to preserve the current size.
5866
0
        ImRect cr = g.NextWindowData.SizeConstraintRect;
5867
0
        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
5868
0
        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
5869
0
        if (g.NextWindowData.SizeCallback)
5870
0
        {
5871
0
            ImGuiSizeCallbackData data;
5872
0
            data.UserData = g.NextWindowData.SizeCallbackUserData;
5873
0
            data.Pos = window->Pos;
5874
0
            data.CurrentSize = window->SizeFull;
5875
0
            data.DesiredSize = new_size;
5876
0
            g.NextWindowData.SizeCallback(&data);
5877
0
            new_size = data.DesiredSize;
5878
0
        }
5879
0
        new_size.x = IM_FLOOR(new_size.x);
5880
0
        new_size.y = IM_FLOOR(new_size.y);
5881
0
    }
5882
5883
    // Minimum size
5884
0
    if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
5885
0
    {
5886
0
        ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window);
5887
0
        new_size = ImMax(new_size, g.Style.WindowMinSize);
5888
0
        const float minimum_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f);
5889
0
        new_size.y = ImMax(new_size.y, minimum_height); // Reduce artifacts with very small windows
5890
0
    }
5891
0
    return new_size;
5892
0
}
5893
5894
static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)
5895
0
{
5896
0
    bool preserve_old_content_sizes = false;
5897
0
    if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
5898
0
        preserve_old_content_sizes = true;
5899
0
    else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
5900
0
        preserve_old_content_sizes = true;
5901
0
    if (preserve_old_content_sizes)
5902
0
    {
5903
0
        *content_size_current = window->ContentSize;
5904
0
        *content_size_ideal = window->ContentSizeIdeal;
5905
0
        return;
5906
0
    }
5907
5908
0
    content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
5909
0
    content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
5910
0
    content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
5911
0
    content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
5912
0
}
5913
5914
static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
5915
0
{
5916
0
    ImGuiContext& g = *GImGui;
5917
0
    ImGuiStyle& style = g.Style;
5918
0
    const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x;
5919
0
    const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;
5920
0
    ImVec2 size_pad = window->WindowPadding * 2.0f;
5921
0
    ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);
5922
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
5923
0
    {
5924
        // Tooltip always resize
5925
0
        return size_desired;
5926
0
    }
5927
0
    else
5928
0
    {
5929
        // Maximum window size is determined by the viewport size or monitor size
5930
0
        const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;
5931
0
        const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;
5932
0
        ImVec2 size_min = style.WindowMinSize;
5933
0
        if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
5934
0
            size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));
5935
5936
0
        ImVec2 avail_size = window->Viewport->WorkSize;
5937
0
        if (window->ViewportOwned)
5938
0
            avail_size = ImVec2(FLT_MAX, FLT_MAX);
5939
0
        const int monitor_idx = window->ViewportAllowPlatformMonitorExtend;
5940
0
        if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
5941
0
            avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize;
5942
0
        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f));
5943
5944
        // When the window cannot fit all contents (either because of constraints, either because screen is too small),
5945
        // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
5946
0
        ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
5947
0
        bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x  && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
5948
0
        bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
5949
0
        if (will_have_scrollbar_x)
5950
0
            size_auto_fit.y += style.ScrollbarSize;
5951
0
        if (will_have_scrollbar_y)
5952
0
            size_auto_fit.x += style.ScrollbarSize;
5953
0
        return size_auto_fit;
5954
0
    }
5955
0
}
5956
5957
ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
5958
0
{
5959
0
    ImVec2 size_contents_current;
5960
0
    ImVec2 size_contents_ideal;
5961
0
    CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);
5962
0
    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);
5963
0
    ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
5964
0
    return size_final;
5965
0
}
5966
5967
static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
5968
0
{
5969
0
    if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
5970
0
        return ImGuiCol_PopupBg;
5971
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive)
5972
0
        return ImGuiCol_ChildBg;
5973
0
    return ImGuiCol_WindowBg;
5974
0
}
5975
5976
static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
5977
0
{
5978
0
    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left
5979
0
    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
5980
0
    ImVec2 size_expected = pos_max - pos_min;
5981
0
    ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
5982
0
    *out_pos = pos_min;
5983
0
    if (corner_norm.x == 0.0f)
5984
0
        out_pos->x -= (size_constrained.x - size_expected.x);
5985
0
    if (corner_norm.y == 0.0f)
5986
0
        out_pos->y -= (size_constrained.y - size_expected.y);
5987
0
    *out_size = size_constrained;
5988
0
}
5989
5990
// Data for resizing from corner
5991
struct ImGuiResizeGripDef
5992
{
5993
    ImVec2  CornerPosN;
5994
    ImVec2  InnerDir;
5995
    int     AngleMin12, AngleMax12;
5996
};
5997
static const ImGuiResizeGripDef resize_grip_def[4] =
5998
{
5999
    { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 },  // Lower-right
6000
    { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 },  // Lower-left
6001
    { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 },  // Upper-left (Unused)
6002
    { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }  // Upper-right (Unused)
6003
};
6004
6005
// Data for resizing from borders
6006
struct ImGuiResizeBorderDef
6007
{
6008
    ImVec2 InnerDir;
6009
    ImVec2 SegmentN1, SegmentN2;
6010
    float  OuterAngle;
6011
};
6012
static const ImGuiResizeBorderDef resize_border_def[4] =
6013
{
6014
    { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left
6015
    { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
6016
    { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up
6017
    { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }  // Down
6018
};
6019
6020
static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
6021
0
{
6022
0
    ImRect rect = window->Rect();
6023
0
    if (thickness == 0.0f)
6024
0
        rect.Max -= ImVec2(1, 1);
6025
0
    if (border_n == ImGuiDir_Left)  { return ImRect(rect.Min.x - thickness,    rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding); }
6026
0
    if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x + thickness,    rect.Max.y - perp_padding); }
6027
0
    if (border_n == ImGuiDir_Up)    { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness,    rect.Max.x - perp_padding, rect.Min.y + thickness);    }
6028
0
    if (border_n == ImGuiDir_Down)  { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y + thickness);    }
6029
0
    IM_ASSERT(0);
6030
0
    return ImRect();
6031
0
}
6032
6033
// 0..3: corners (Lower-right, Lower-left, Unused, Unused)
6034
ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
6035
0
{
6036
0
    IM_ASSERT(n >= 0 && n < 4);
6037
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
6038
0
    id = ImHashStr("#RESIZE", 0, id);
6039
0
    id = ImHashData(&n, sizeof(int), id);
6040
0
    return id;
6041
0
}
6042
6043
// Borders (Left, Right, Up, Down)
6044
ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
6045
0
{
6046
0
    IM_ASSERT(dir >= 0 && dir < 4);
6047
0
    int n = (int)dir + 4;
6048
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
6049
0
    id = ImHashStr("#RESIZE", 0, id);
6050
0
    id = ImHashData(&n, sizeof(int), id);
6051
0
    return id;
6052
0
}
6053
6054
// Handle resize for: Resize Grips, Borders, Gamepad
6055
// Return true when using auto-fit (double-click on resize grip)
6056
static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
6057
0
{
6058
0
    ImGuiContext& g = *GImGui;
6059
0
    ImGuiWindowFlags flags = window->Flags;
6060
6061
0
    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
6062
0
        return false;
6063
0
    if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.
6064
0
        return false;
6065
6066
0
    bool ret_auto_fit = false;
6067
0
    const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;
6068
0
    const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
6069
0
    const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f);
6070
0
    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
6071
6072
0
    ImRect clamp_rect = visibility_rect;
6073
0
    const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar);
6074
0
    if (window_move_from_title_bar)
6075
0
        clamp_rect.Min.y -= window->TitleBarHeight();
6076
6077
0
    ImVec2 pos_target(FLT_MAX, FLT_MAX);
6078
0
    ImVec2 size_target(FLT_MAX, FLT_MAX);
6079
6080
    // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time).
6081
    // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits.
6082
    //   This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it.
6083
    // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
6084
    // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
6085
    // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup.
6086
0
    const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration);
6087
0
    if (clip_with_viewport_rect)
6088
0
        window->ClipRect = window->Viewport->GetMainRect();
6089
6090
    // Resize grips and borders are on layer 1
6091
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6092
6093
    // Manual resize grips
6094
0
    PushID("#RESIZE");
6095
0
    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6096
0
    {
6097
0
        const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];
6098
0
        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);
6099
6100
        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
6101
0
        bool hovered, held;
6102
0
        ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);
6103
0
        if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
6104
0
        if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
6105
0
        ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
6106
0
        ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav);
6107
0
        ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6108
        //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
6109
0
        if (hovered || held)
6110
0
            g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
6111
6112
0
        if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0)
6113
0
        {
6114
            // Manual auto-fit when double-clicking
6115
0
            size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6116
0
            ret_auto_fit = true;
6117
0
            ClearActiveID();
6118
0
        }
6119
0
        else if (held)
6120
0
        {
6121
            // Resize from any of the four corners
6122
            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
6123
0
            ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX);
6124
0
            ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX);
6125
0
            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip
6126
0
            corner_target = ImClamp(corner_target, clamp_min, clamp_max);
6127
0
            CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);
6128
0
        }
6129
6130
        // Only lower-left grip is visible before hovering/activating
6131
0
        if (resize_grip_n == 0 || held || hovered)
6132
0
            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
6133
0
    }
6134
0
    for (int border_n = 0; border_n < resize_border_count; border_n++)
6135
0
    {
6136
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_n];
6137
0
        const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
6138
6139
0
        bool hovered, held;
6140
0
        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
6141
0
        ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
6142
0
        ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);
6143
0
        ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6144
        //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
6145
0
        if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)
6146
0
        {
6147
0
            g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
6148
0
            if (held)
6149
0
                *border_held = border_n;
6150
0
        }
6151
0
        if (held)
6152
0
        {
6153
0
            ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX);
6154
0
            ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX);
6155
0
            ImVec2 border_target = window->Pos;
6156
0
            border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING;
6157
0
            border_target = ImClamp(border_target, clamp_min, clamp_max);
6158
0
            CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);
6159
0
        }
6160
0
    }
6161
0
    PopID();
6162
6163
    // Restore nav layer
6164
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6165
6166
    // Navigation resize (keyboard/gamepad)
6167
    // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user.
6168
    // Not even sure the callback works here.
6169
0
    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window)
6170
0
    {
6171
0
        ImVec2 nav_resize_dir;
6172
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
6173
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
6174
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
6175
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
6176
0
        if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)
6177
0
        {
6178
0
            const float NAV_RESIZE_SPEED = 600.0f;
6179
0
            const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y);
6180
0
            g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step;
6181
0
            g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size
6182
0
            g.NavWindowingToggleLayer = false;
6183
0
            g.NavDisableMouseHover = true;
6184
0
            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
6185
0
            ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaSize);
6186
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
6187
0
            {
6188
                // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
6189
0
                size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored);
6190
0
                g.NavWindowingAccumDeltaSize -= accum_floored;
6191
0
            }
6192
0
        }
6193
0
    }
6194
6195
    // Apply back modified position/size to window
6196
0
    if (size_target.x != FLT_MAX)
6197
0
    {
6198
0
        window->SizeFull = size_target;
6199
0
        MarkIniSettingsDirty(window);
6200
0
    }
6201
0
    if (pos_target.x != FLT_MAX)
6202
0
    {
6203
0
        window->Pos = ImFloor(pos_target);
6204
0
        MarkIniSettingsDirty(window);
6205
0
    }
6206
6207
0
    window->Size = window->SizeFull;
6208
0
    return ret_auto_fit;
6209
0
}
6210
6211
static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)
6212
0
{
6213
0
    ImGuiContext& g = *GImGui;
6214
0
    ImVec2 size_for_clamping = window->Size;
6215
0
    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(window->Flags & ImGuiWindowFlags_NoTitleBar) || window->DockNodeAsHost))
6216
0
        size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here.
6217
0
    window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
6218
0
}
6219
6220
static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
6221
0
{
6222
0
    ImGuiContext& g = *GImGui;
6223
0
    float rounding = window->WindowRounding;
6224
0
    float border_size = window->WindowBorderSize;
6225
0
    if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))
6226
0
        window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
6227
6228
0
    int border_held = window->ResizeBorderHeld;
6229
0
    if (border_held != -1)
6230
0
    {
6231
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_held];
6232
0
        ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f);
6233
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
6234
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
6235
0
        window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual
6236
0
    }
6237
0
    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6238
0
    {
6239
0
        float y = window->Pos.y + window->TitleBarHeight() - 1;
6240
0
        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);
6241
0
    }
6242
0
}
6243
6244
// Draw background and borders
6245
// Draw and handle scrollbars
6246
void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
6247
0
{
6248
0
    ImGuiContext& g = *GImGui;
6249
0
    ImGuiStyle& style = g.Style;
6250
0
    ImGuiWindowFlags flags = window->Flags;
6251
6252
    // Ensure that ScrollBar doesn't read last frame's SkipItems
6253
0
    IM_ASSERT(window->BeginCount == 0);
6254
0
    window->SkipItems = false;
6255
6256
    // Draw window + handle manual resize
6257
    // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.
6258
0
    const float window_rounding = window->WindowRounding;
6259
0
    const float window_border_size = window->WindowBorderSize;
6260
0
    if (window->Collapsed)
6261
0
    {
6262
        // Title bar only
6263
0
        const float backup_border_size = style.FrameBorderSize;
6264
0
        g.Style.FrameBorderSize = window->WindowBorderSize;
6265
0
        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
6266
0
        if (window->ViewportOwned)
6267
0
            title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse)
6268
0
        RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
6269
0
        g.Style.FrameBorderSize = backup_border_size;
6270
0
    }
6271
0
    else
6272
0
    {
6273
        // Window background
6274
0
        if (!(flags & ImGuiWindowFlags_NoBackground))
6275
0
        {
6276
0
            bool is_docking_transparent_payload = false;
6277
0
            if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload)
6278
0
                if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window)
6279
0
                    is_docking_transparent_payload = true;
6280
6281
0
            ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
6282
0
            if (window->ViewportOwned)
6283
0
            {
6284
0
                bg_col |= IM_COL32_A_MASK; // No alpha
6285
0
                if (is_docking_transparent_payload)
6286
0
                    window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA;
6287
0
            }
6288
0
            else
6289
0
            {
6290
                // Adjust alpha. For docking
6291
0
                bool override_alpha = false;
6292
0
                float alpha = 1.0f;
6293
0
                if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
6294
0
                {
6295
0
                    alpha = g.NextWindowData.BgAlphaVal;
6296
0
                    override_alpha = true;
6297
0
                }
6298
0
                if (is_docking_transparent_payload)
6299
0
                {
6300
0
                    alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override?
6301
0
                    override_alpha = true;
6302
0
                }
6303
0
                if (override_alpha)
6304
0
                    bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
6305
0
            }
6306
6307
            // Render, for docked windows and host windows we ensure bg goes before decorations
6308
0
            if (window->DockIsActive)
6309
0
                window->DockNode->LastBgColor = bg_col;
6310
0
            ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList;
6311
0
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6312
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
6313
0
            bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
6314
0
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6315
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
6316
0
        }
6317
0
        if (window->DockIsActive)
6318
0
            window->DockNode->IsBgDrawnThisFrame = true;
6319
6320
        // Title bar
6321
        // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag,
6322
        // in order for their pos/size to be matching their undocking state.)
6323
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6324
0
        {
6325
0
            ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
6326
0
            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
6327
0
        }
6328
6329
        // Menu bar
6330
0
        if (flags & ImGuiWindowFlags_MenuBar)
6331
0
        {
6332
0
            ImRect menu_bar_rect = window->MenuBarRect();
6333
0
            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
6334
0
            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
6335
0
            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
6336
0
                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
6337
0
        }
6338
6339
        // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock
6340
0
        ImGuiDockNode* node = window->DockNode;
6341
0
        if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar())
6342
0
        {
6343
0
            float unhide_sz_draw = ImFloor(g.FontSize * 0.70f);
6344
0
            float unhide_sz_hit = ImFloor(g.FontSize * 0.55f);
6345
0
            ImVec2 p = node->Pos;
6346
0
            ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit));
6347
0
            ImGuiID unhide_id = window->GetID("#UNHIDE");
6348
0
            KeepAliveID(unhide_id);
6349
0
            bool hovered, held;
6350
0
            if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren))
6351
0
                node->WantHiddenTabBarToggle = true;
6352
0
            else if (held && IsMouseDragging(0))
6353
0
                StartMouseMovingWindowOrNode(window, node, true);
6354
6355
            // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size..
6356
0
            ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
6357
0
            window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col);
6358
0
        }
6359
6360
        // Scrollbars
6361
0
        if (window->ScrollbarX)
6362
0
            Scrollbar(ImGuiAxis_X);
6363
0
        if (window->ScrollbarY)
6364
0
            Scrollbar(ImGuiAxis_Y);
6365
6366
        // Render resize grips (after their input handling so we don't have a frame of latency)
6367
0
        if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
6368
0
        {
6369
0
            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6370
0
            {
6371
0
                const ImU32 col = resize_grip_col[resize_grip_n];
6372
0
                if ((col & IM_COL32_A_MASK) == 0)
6373
0
                    continue;
6374
0
                const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
6375
0
                const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
6376
0
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
6377
0
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
6378
0
                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
6379
0
                window->DrawList->PathFillConvex(col);
6380
0
            }
6381
0
        }
6382
6383
        // Borders (for dock node host they will be rendered over after the tab bar)
6384
0
        if (handle_borders_and_resize_grips && !window->DockNodeAsHost)
6385
0
            RenderWindowOuterBorders(window);
6386
0
    }
6387
0
}
6388
6389
// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead.
6390
// Render title text, collapse button, close button
6391
void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
6392
0
{
6393
0
    ImGuiContext& g = *GImGui;
6394
0
    ImGuiStyle& style = g.Style;
6395
0
    ImGuiWindowFlags flags = window->Flags;
6396
6397
0
    const bool has_close_button = (p_open != NULL);
6398
0
    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);
6399
6400
    // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
6401
    // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?
6402
0
    const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
6403
0
    g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
6404
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6405
6406
    // Layout buttons
6407
    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
6408
0
    float pad_l = style.FramePadding.x;
6409
0
    float pad_r = style.FramePadding.x;
6410
0
    float button_sz = g.FontSize;
6411
0
    ImVec2 close_button_pos;
6412
0
    ImVec2 collapse_button_pos;
6413
0
    if (has_close_button)
6414
0
    {
6415
0
        pad_r += button_sz;
6416
0
        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
6417
0
    }
6418
0
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
6419
0
    {
6420
0
        pad_r += button_sz;
6421
0
        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
6422
0
    }
6423
0
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
6424
0
    {
6425
0
        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y);
6426
0
        pad_l += button_sz;
6427
0
    }
6428
6429
    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
6430
0
    if (has_collapse_button)
6431
0
        if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL))
6432
0
            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
6433
6434
    // Close button
6435
0
    if (has_close_button)
6436
0
        if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
6437
0
            *p_open = false;
6438
6439
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6440
0
    g.CurrentItemFlags = item_flags_backup;
6441
6442
    // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
6443
    // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
6444
0
    const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;
6445
0
    const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
6446
6447
    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
6448
    // while uncentered title text will still reach edges correctly.
6449
0
    if (pad_l > style.FramePadding.x)
6450
0
        pad_l += g.Style.ItemInnerSpacing.x;
6451
0
    if (pad_r > style.FramePadding.x)
6452
0
        pad_r += g.Style.ItemInnerSpacing.x;
6453
0
    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
6454
0
    {
6455
0
        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
6456
0
        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
6457
0
        pad_l = ImMax(pad_l, pad_extend * centerness);
6458
0
        pad_r = ImMax(pad_r, pad_extend * centerness);
6459
0
    }
6460
6461
0
    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
6462
0
    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);
6463
0
    if (flags & ImGuiWindowFlags_UnsavedDocument)
6464
0
    {
6465
0
        ImVec2 marker_pos;
6466
0
        marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);
6467
0
        marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;
6468
0
        if (marker_pos.x > layout_r.Min.x)
6469
0
        {
6470
0
            RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));
6471
0
            clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));
6472
0
        }
6473
0
    }
6474
    //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6475
    //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6476
0
    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
6477
0
}
6478
6479
void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
6480
0
{
6481
0
    window->ParentWindow = parent_window;
6482
0
    window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
6483
0
    if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
6484
0
    {
6485
0
        window->RootWindowDockTree = parent_window->RootWindowDockTree;
6486
0
        if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost))
6487
0
            window->RootWindow = parent_window->RootWindow;
6488
0
    }
6489
0
    if (parent_window && (flags & ImGuiWindowFlags_Popup))
6490
0
        window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
6491
0
    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ?
6492
0
        window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
6493
0
    while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
6494
0
    {
6495
0
        IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
6496
0
        window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
6497
0
    }
6498
0
}
6499
6500
// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
6501
// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
6502
// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
6503
// - WindowA            // FindBlockingModal() returns Modal1
6504
//   - WindowB          //                  .. returns Modal1
6505
//   - Modal1           //                  .. returns Modal2
6506
//      - WindowC       //                  .. returns Modal2
6507
//          - WindowD   //                  .. returns Modal2
6508
//          - Modal2    //                  .. returns Modal2
6509
//            - WindowE //                  .. returns NULL
6510
// Notes:
6511
// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL.
6512
//   Only difference is here we check for ->Active/WasActive but it may be unecessary.
6513
ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
6514
0
{
6515
0
    ImGuiContext& g = *GImGui;
6516
0
    if (g.OpenPopupStack.Size <= 0)
6517
0
        return NULL;
6518
6519
    // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
6520
0
    for (int i = 0; i < g.OpenPopupStack.Size; i++)
6521
0
    {
6522
0
        ImGuiWindow* popup_window = g.OpenPopupStack.Data[i].Window;
6523
0
        if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
6524
0
            continue;
6525
0
        if (!popup_window->Active && !popup_window->WasActive)      // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
6526
0
            continue;
6527
0
        if (window == NULL)                                         // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click.
6528
0
            return popup_window;
6529
0
        if (IsWindowWithinBeginStackOf(window, popup_window))       // Window may be over modal
6530
0
            continue;
6531
0
        return popup_window;                                        // Place window right below first block modal
6532
0
    }
6533
0
    return NULL;
6534
0
}
6535
6536
// Push a new Dear ImGui window to add widgets to.
6537
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
6538
// - Begin/End can be called multiple times during the frame with the same window name to append content.
6539
// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
6540
//   You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
6541
// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
6542
// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
6543
bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
6544
0
{
6545
0
    ImGuiContext& g = *GImGui;
6546
0
    const ImGuiStyle& style = g.Style;
6547
0
    IM_ASSERT(name != NULL && name[0] != '\0');     // Window name required
6548
0
    IM_ASSERT(g.WithinFrameScope);                  // Forgot to call ImGui::NewFrame()
6549
0
    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
6550
6551
    // Find or create
6552
0
    ImGuiWindow* window = FindWindowByName(name);
6553
0
    const bool window_just_created = (window == NULL);
6554
0
    if (window_just_created)
6555
0
        window = CreateNewWindow(name, flags);
6556
6557
    // Automatically disable manual moving/resizing when NoInputs is set
6558
0
    if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
6559
0
        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
6560
6561
0
    if (flags & ImGuiWindowFlags_NavFlattened)
6562
0
        IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
6563
6564
0
    const int current_frame = g.FrameCount;
6565
0
    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
6566
0
    window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
6567
6568
    // Update the Appearing flag (note: the BeginDocked() path may also set this to true later)
6569
0
    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
6570
0
    if (flags & ImGuiWindowFlags_Popup)
6571
0
    {
6572
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6573
0
        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
6574
0
        window_just_activated_by_user |= (window != popup_ref.Window);
6575
0
    }
6576
6577
    // Update Flags, LastFrameActive, BeginOrderXXX fields
6578
0
    const bool window_was_appearing = window->Appearing;
6579
0
    if (first_begin_of_the_frame)
6580
0
    {
6581
0
        UpdateWindowInFocusOrderList(window, window_just_created, flags);
6582
0
        window->Appearing = window_just_activated_by_user;
6583
0
        if (window->Appearing)
6584
0
            SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6585
0
        window->FlagsPreviousFrame = window->Flags;
6586
0
        window->Flags = (ImGuiWindowFlags)flags;
6587
0
        window->LastFrameActive = current_frame;
6588
0
        window->LastTimeActive = (float)g.Time;
6589
0
        window->BeginOrderWithinParent = 0;
6590
0
        window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
6591
0
    }
6592
0
    else
6593
0
    {
6594
0
        flags = window->Flags;
6595
0
    }
6596
6597
    // Docking
6598
    // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1)
6599
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both
6600
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock)
6601
0
        SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond);
6602
0
    if (first_begin_of_the_frame)
6603
0
    {
6604
0
        bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL);
6605
0
        bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window);
6606
0
        bool dock_node_was_visible = window->DockNodeIsVisible;
6607
0
        bool dock_tab_was_visible = window->DockTabIsVisible;
6608
0
        if (has_dock_node || new_auto_dock_node)
6609
0
        {
6610
0
            BeginDocked(window, p_open);
6611
0
            flags = window->Flags;
6612
0
            if (window->DockIsActive)
6613
0
            {
6614
0
                IM_ASSERT(window->DockNode != NULL);
6615
0
                g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints
6616
0
            }
6617
6618
            // Amend the Appearing flag
6619
0
            if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing)
6620
0
            {
6621
0
                window->Appearing = true;
6622
0
                SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6623
0
            }
6624
0
        }
6625
0
        else
6626
0
        {
6627
0
            window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
6628
0
        }
6629
0
    }
6630
6631
    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
6632
0
    ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
6633
0
    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
6634
0
    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
6635
6636
    // We allow window memory to be compacted so recreate the base stack when needed.
6637
0
    if (window->IDStack.Size == 0)
6638
0
        window->IDStack.push_back(window->ID);
6639
6640
    // Add to stack
6641
    // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
6642
0
    g.CurrentWindow = window;
6643
0
    ImGuiWindowStackData window_stack_data;
6644
0
    window_stack_data.Window = window;
6645
0
    window_stack_data.ParentLastItemDataBackup = g.LastItemData;
6646
0
    window_stack_data.StackSizesOnBegin.SetToContextState(&g);
6647
0
    g.CurrentWindowStack.push_back(window_stack_data);
6648
0
    if (flags & ImGuiWindowFlags_ChildMenu)
6649
0
        g.BeginMenuCount++;
6650
6651
    // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
6652
0
    if (first_begin_of_the_frame)
6653
0
    {
6654
0
        UpdateWindowParentAndRootLinks(window, flags, parent_window);
6655
0
        window->ParentWindowInBeginStack = parent_window_in_stack;
6656
0
    }
6657
6658
    // Add to focus scope stack
6659
0
    PushFocusScope(window->ID);
6660
0
    window->NavRootFocusScopeId = g.CurrentFocusScopeId;
6661
0
    g.CurrentWindow = NULL;
6662
6663
    // Add to popup stack
6664
0
    if (flags & ImGuiWindowFlags_Popup)
6665
0
    {
6666
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6667
0
        popup_ref.Window = window;
6668
0
        popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent;
6669
0
        g.BeginPopupStack.push_back(popup_ref);
6670
0
        window->PopupId = popup_ref.PopupId;
6671
0
    }
6672
6673
    // Process SetNextWindow***() calls
6674
    // (FIXME: Consider splitting the HasXXX flags into X/Y components
6675
0
    bool window_pos_set_by_api = false;
6676
0
    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
6677
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)
6678
0
    {
6679
0
        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
6680
0
        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
6681
0
        {
6682
            // May be processed on the next frame if this is our first frame and we are measuring size
6683
            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.
6684
0
            window->SetWindowPosVal = g.NextWindowData.PosVal;
6685
0
            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
6686
0
            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
6687
0
        }
6688
0
        else
6689
0
        {
6690
0
            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
6691
0
        }
6692
0
    }
6693
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)
6694
0
    {
6695
0
        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
6696
0
        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
6697
0
        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
6698
0
    }
6699
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
6700
0
    {
6701
0
        if (g.NextWindowData.ScrollVal.x >= 0.0f)
6702
0
        {
6703
0
            window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;
6704
0
            window->ScrollTargetCenterRatio.x = 0.0f;
6705
0
        }
6706
0
        if (g.NextWindowData.ScrollVal.y >= 0.0f)
6707
0
        {
6708
0
            window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;
6709
0
            window->ScrollTargetCenterRatio.y = 0.0f;
6710
0
        }
6711
0
    }
6712
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
6713
0
        window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
6714
0
    else if (first_begin_of_the_frame)
6715
0
        window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
6716
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass)
6717
0
        window->WindowClass = g.NextWindowData.WindowClass;
6718
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
6719
0
        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
6720
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
6721
0
        FocusWindow(window);
6722
0
    if (window->Appearing)
6723
0
        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
6724
6725
    // When reusing window again multiple times a frame, just append content (don't need to setup again)
6726
0
    if (first_begin_of_the_frame)
6727
0
    {
6728
        // Initialize
6729
0
        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
6730
0
        const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
6731
0
        window->Active = true;
6732
0
        window->HasCloseButton = (p_open != NULL);
6733
0
        window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
6734
0
        window->IDStack.resize(1);
6735
0
        window->DrawList->_ResetForNewFrame();
6736
0
        window->DC.CurrentTableIdx = -1;
6737
0
        if (flags & ImGuiWindowFlags_DockNodeHost)
6738
0
        {
6739
0
            window->DrawList->ChannelsSplit(2);
6740
0
            window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later
6741
0
        }
6742
6743
        // Restore buffer capacity when woken from a compacted state, to avoid
6744
0
        if (window->MemoryCompacted)
6745
0
            GcAwakeTransientWindowBuffers(window);
6746
6747
        // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
6748
        // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
6749
0
        bool window_title_visible_elsewhere = false;
6750
0
        if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive))
6751
0
            window_title_visible_elsewhere = true;
6752
0
        else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB
6753
0
            window_title_visible_elsewhere = true;
6754
0
        if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
6755
0
        {
6756
0
            size_t buf_len = (size_t)window->NameBufLen;
6757
0
            window->Name = ImStrdupcpy(window->Name, &buf_len, name);
6758
0
            window->NameBufLen = (int)buf_len;
6759
0
        }
6760
6761
        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
6762
6763
        // Update contents size from last frame for auto-fitting (or use explicit size)
6764
0
        CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
6765
6766
        // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors
6767
        // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because
6768
        // it has a single usage before this code block and may be set below before it is finally checked.
6769
0
        if (window->HiddenFramesCanSkipItems > 0)
6770
0
            window->HiddenFramesCanSkipItems--;
6771
0
        if (window->HiddenFramesCannotSkipItems > 0)
6772
0
            window->HiddenFramesCannotSkipItems--;
6773
0
        if (window->HiddenFramesForRenderOnly > 0)
6774
0
            window->HiddenFramesForRenderOnly--;
6775
6776
        // Hide new windows for one frame until they calculate their size
6777
0
        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
6778
0
            window->HiddenFramesCannotSkipItems = 1;
6779
6780
        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
6781
        // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
6782
0
        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
6783
0
        {
6784
0
            window->HiddenFramesCannotSkipItems = 1;
6785
0
            if (flags & ImGuiWindowFlags_AlwaysAutoResize)
6786
0
            {
6787
0
                if (!window_size_x_set_by_api)
6788
0
                    window->Size.x = window->SizeFull.x = 0.f;
6789
0
                if (!window_size_y_set_by_api)
6790
0
                    window->Size.y = window->SizeFull.y = 0.f;
6791
0
                window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);
6792
0
            }
6793
0
        }
6794
6795
        // SELECT VIEWPORT
6796
        // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes.
6797
6798
0
        WindowSelectViewport(window);
6799
0
        SetCurrentViewport(window, window->Viewport);
6800
0
        window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
6801
0
        SetCurrentWindow(window);
6802
0
        flags = window->Flags;
6803
6804
        // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
6805
        // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style.
6806
6807
0
        if (flags & ImGuiWindowFlags_ChildWindow)
6808
0
            window->WindowBorderSize = style.ChildBorderSize;
6809
0
        else
6810
0
            window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
6811
0
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
6812
0
            window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
6813
0
        else
6814
0
            window->WindowPadding = style.WindowPadding;
6815
6816
        // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
6817
0
        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
6818
0
        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
6819
6820
0
        bool use_current_size_for_scrollbar_x = window_just_created;
6821
0
        bool use_current_size_for_scrollbar_y = window_just_created;
6822
6823
        // Collapse window by double-clicking on title bar
6824
        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
6825
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive)
6826
0
        {
6827
            // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
6828
0
            ImRect title_bar_rect = window->TitleBarRect();
6829
0
            if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2)
6830
0
                window->WantCollapseToggle = true;
6831
0
            if (window->WantCollapseToggle)
6832
0
            {
6833
0
                window->Collapsed = !window->Collapsed;
6834
0
                if (!window->Collapsed)
6835
0
                    use_current_size_for_scrollbar_y = true;
6836
0
                MarkIniSettingsDirty(window);
6837
0
            }
6838
0
        }
6839
0
        else
6840
0
        {
6841
0
            window->Collapsed = false;
6842
0
        }
6843
0
        window->WantCollapseToggle = false;
6844
6845
        // SIZE
6846
6847
        // Outer Decoration Sizes
6848
        // (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations).
6849
0
        const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;
6850
0
        window->DecoOuterSizeX1 = 0.0f;
6851
0
        window->DecoOuterSizeX2 = 0.0f;
6852
0
        window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight();
6853
0
        window->DecoOuterSizeY2 = 0.0f;
6854
0
        window->ScrollbarSizes = ImVec2(0.0f, 0.0f);
6855
6856
        // Calculate auto-fit size, handle automatic resize
6857
0
        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
6858
0
        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
6859
0
        {
6860
            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
6861
0
            if (!window_size_x_set_by_api)
6862
0
            {
6863
0
                window->SizeFull.x = size_auto_fit.x;
6864
0
                use_current_size_for_scrollbar_x = true;
6865
0
            }
6866
0
            if (!window_size_y_set_by_api)
6867
0
            {
6868
0
                window->SizeFull.y = size_auto_fit.y;
6869
0
                use_current_size_for_scrollbar_y = true;
6870
0
            }
6871
0
        }
6872
0
        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
6873
0
        {
6874
            // Auto-fit may only grow window during the first few frames
6875
            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
6876
0
            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
6877
0
            {
6878
0
                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
6879
0
                use_current_size_for_scrollbar_x = true;
6880
0
            }
6881
0
            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
6882
0
            {
6883
0
                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
6884
0
                use_current_size_for_scrollbar_y = true;
6885
0
            }
6886
0
            if (!window->Collapsed)
6887
0
                MarkIniSettingsDirty(window);
6888
0
        }
6889
6890
        // Apply minimum/maximum window size constraints and final size
6891
0
        window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
6892
0
        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
6893
6894
        // POSITION
6895
6896
        // Popup latch its initial position, will position itself when it appears next frame
6897
0
        if (window_just_activated_by_user)
6898
0
        {
6899
0
            window->AutoPosLastDirection = ImGuiDir_None;
6900
0
            if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()
6901
0
                window->Pos = g.BeginPopupStack.back().OpenPopupPos;
6902
0
        }
6903
6904
        // Position child window
6905
0
        if (flags & ImGuiWindowFlags_ChildWindow)
6906
0
        {
6907
0
            IM_ASSERT(parent_window && parent_window->Active);
6908
0
            window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
6909
0
            parent_window->DC.ChildWindows.push_back(window);
6910
0
            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
6911
0
                window->Pos = parent_window->DC.CursorPos;
6912
0
        }
6913
6914
0
        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
6915
0
        if (window_pos_with_pivot)
6916
0
            SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
6917
0
        else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
6918
0
            window->Pos = FindBestWindowPosForPopup(window);
6919
0
        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
6920
0
            window->Pos = FindBestWindowPosForPopup(window);
6921
0
        else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
6922
0
            window->Pos = FindBestWindowPosForPopup(window);
6923
6924
        // Late create viewport if we don't fit within our current host viewport.
6925
0
        if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized))
6926
0
            if (!window->Viewport->GetMainRect().Contains(window->Rect()))
6927
0
            {
6928
                // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport)
6929
                //ImGuiViewport* old_viewport = window->Viewport;
6930
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
6931
6932
                // FIXME-DPI
6933
                //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong
6934
0
                SetCurrentViewport(window, window->Viewport);
6935
0
                window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
6936
0
                SetCurrentWindow(window);
6937
0
            }
6938
6939
0
        if (window->ViewportOwned)
6940
0
            WindowSyncOwnedViewport(window, parent_window_in_stack);
6941
6942
        // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
6943
        // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
6944
0
        ImRect viewport_rect(window->Viewport->GetMainRect());
6945
0
        ImRect viewport_work_rect(window->Viewport->GetWorkRect());
6946
0
        ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
6947
0
        ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
6948
6949
        // Clamp position/size so window stays visible within its viewport or monitor
6950
        // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
6951
        // FIXME: Similar to code in GetWindowAllowedExtentRect()
6952
0
        if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
6953
0
        {
6954
0
            if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
6955
0
            {
6956
0
                ClampWindowPos(window, visibility_rect);
6957
0
            }
6958
0
            else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0)
6959
0
            {
6960
                // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport.
6961
0
                const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport);
6962
0
                visibility_rect.Min = monitor->WorkPos + visibility_padding;
6963
0
                visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding;
6964
0
                ClampWindowPos(window, visibility_rect);
6965
0
            }
6966
0
        }
6967
0
        window->Pos = ImFloor(window->Pos);
6968
6969
        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
6970
        // Large values tend to lead to variety of artifacts and are not recommended.
6971
0
        if (window->ViewportOwned || window->DockIsActive)
6972
0
            window->WindowRounding = 0.0f;
6973
0
        else
6974
0
            window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
6975
6976
        // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
6977
        //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
6978
        //    window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
6979
6980
        // Apply window focus (new and reactivated windows are moved to front)
6981
0
        bool want_focus = false;
6982
0
        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
6983
0
        {
6984
0
            if (flags & ImGuiWindowFlags_Popup)
6985
0
                want_focus = true;
6986
0
            else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip))
6987
0
                want_focus = true;
6988
0
        }
6989
6990
        // [Test Engine] Register whole window in the item system (before submitting further decorations)
6991
#ifdef IMGUI_ENABLE_TEST_ENGINE
6992
        if (g.TestEngineHookItems)
6993
        {
6994
            IM_ASSERT(window->IDStack.Size == 1);
6995
            window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.
6996
            IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL);
6997
            IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);
6998
            window->IDStack.Size = 1;
6999
        }
7000
#endif
7001
7002
        // Decide if we are going to handle borders and resize grips
7003
0
        const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive);
7004
7005
        // Handle manual resize: Resize Grips, Borders, Gamepad
7006
0
        int border_held = -1;
7007
0
        ImU32 resize_grip_col[4] = {};
7008
0
        const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
7009
0
        const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
7010
0
        if (handle_borders_and_resize_grips && !window->Collapsed)
7011
0
            if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
7012
0
                use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;
7013
0
        window->ResizeBorderHeld = (signed char)border_held;
7014
7015
        // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either)
7016
0
        if (window->ViewportOwned)
7017
0
        {
7018
0
            if (!window->Viewport->PlatformRequestMove)
7019
0
                window->Viewport->Pos = window->Pos;
7020
0
            if (!window->Viewport->PlatformRequestResize)
7021
0
                window->Viewport->Size = window->Size;
7022
0
            window->Viewport->UpdateWorkRect();
7023
0
            viewport_rect = window->Viewport->GetMainRect();
7024
0
        }
7025
7026
        // Save last known viewport position within the window itself (so it can be saved in .ini file and restored)
7027
0
        window->ViewportPos = window->Viewport->Pos;
7028
7029
        // SCROLLBAR VISIBILITY
7030
7031
        // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
7032
0
        if (!window->Collapsed)
7033
0
        {
7034
            // When reading the current size we need to read it after size constraints have been applied.
7035
            // Intentionally use previous frame values for InnerRect and ScrollbarSizes.
7036
            // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet.
7037
0
            ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2));
7038
0
            ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame;
7039
0
            ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
7040
0
            float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
7041
0
            float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
7042
            //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
7043
0
            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
7044
0
            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
7045
0
            if (window->ScrollbarX && !window->ScrollbarY)
7046
0
                window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);
7047
0
            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
7048
7049
            // Amend the partially filled window->DecorationXXX values.
7050
0
            window->DecoOuterSizeX2 += window->ScrollbarSizes.x;
7051
0
            window->DecoOuterSizeY2 += window->ScrollbarSizes.y;
7052
0
        }
7053
7054
        // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
7055
        // Update various regions. Variables they depend on should be set above in this function.
7056
        // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
7057
7058
        // Outer rectangle
7059
        // Not affected by window border size. Used by:
7060
        // - FindHoveredWindow() (w/ extra padding when border resize is enabled)
7061
        // - Begin() initial clipping rect for drawing window background and borders.
7062
        // - Begin() clipping whole child
7063
0
        const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
7064
0
        const ImRect outer_rect = window->Rect();
7065
0
        const ImRect title_bar_rect = window->TitleBarRect();
7066
0
        window->OuterRectClipped = outer_rect;
7067
0
        if (window->DockIsActive)
7068
0
            window->OuterRectClipped.Min.y += window->TitleBarHeight();
7069
0
        window->OuterRectClipped.ClipWith(host_rect);
7070
7071
        // Inner rectangle
7072
        // Not affected by window border size. Used by:
7073
        // - InnerClipRect
7074
        // - ScrollToRectEx()
7075
        // - NavUpdatePageUpPageDown()
7076
        // - Scrollbar()
7077
0
        window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1;
7078
0
        window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1;
7079
0
        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2;
7080
0
        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2;
7081
7082
        // Inner clipping rectangle.
7083
        // Will extend a little bit outside the normal work region.
7084
        // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
7085
        // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
7086
        // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
7087
        // Affected by window/frame border size. Used by:
7088
        // - Begin() initial clip rect
7089
0
        float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
7090
0
        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7091
0
        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
7092
0
        window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7093
0
        window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
7094
0
        window->InnerClipRect.ClipWithFull(host_rect);
7095
7096
        // Default item width. Make it proportional to window size if window manually resizes
7097
0
        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
7098
0
            window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f);
7099
0
        else
7100
0
            window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f);
7101
7102
        // SCROLLING
7103
7104
        // Lock down maximum scrolling
7105
        // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate
7106
        // for right/bottom aligned items without creating a scrollbar.
7107
0
        window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());
7108
0
        window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
7109
7110
        // Apply scrolling
7111
0
        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
7112
0
        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
7113
0
        window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f;
7114
7115
        // DRAWING
7116
7117
        // Setup draw list and outer clipping rectangle
7118
0
        IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
7119
0
        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
7120
0
        PushClipRect(host_rect.Min, host_rect.Max, false);
7121
7122
        // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
7123
        // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
7124
        // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
7125
0
        const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible;
7126
0
        if (is_undocked_or_docked_visible)
7127
0
        {
7128
0
            bool render_decorations_in_parent = false;
7129
0
            if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
7130
0
            {
7131
                // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)
7132
                // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs
7133
0
                ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;
7134
0
                bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;
7135
0
                bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0);
7136
0
                if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping)
7137
0
                    render_decorations_in_parent = true;
7138
0
            }
7139
0
            if (render_decorations_in_parent)
7140
0
                window->DrawList = parent_window->DrawList;
7141
7142
            // Handle title bar, scrollbar, resize grips and resize borders
7143
0
            const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
7144
0
            const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode)));
7145
0
            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
7146
7147
0
            if (render_decorations_in_parent)
7148
0
                window->DrawList = &window->DrawListInst;
7149
0
        }
7150
7151
        // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
7152
7153
        // Work rectangle.
7154
        // Affected by window padding and border size. Used by:
7155
        // - Columns() for right-most edge
7156
        // - TreeNode(), CollapsingHeader() for right-most edge
7157
        // - BeginTabBar() for right-most edge
7158
0
        const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
7159
0
        const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
7160
0
        const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7161
0
        const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7162
0
        window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
7163
0
        window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
7164
0
        window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
7165
0
        window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
7166
0
        window->ParentWorkRect = window->WorkRect;
7167
7168
        // [LEGACY] Content Region
7169
        // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
7170
        // Used by:
7171
        // - Mouse wheel scrolling + many other things
7172
0
        window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1;
7173
0
        window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1;
7174
0
        window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7175
0
        window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7176
7177
        // Setup drawing context
7178
        // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
7179
0
        window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x;
7180
0
        window->DC.GroupOffset.x = 0.0f;
7181
0
        window->DC.ColumnsOffset.x = 0.0f;
7182
7183
        // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.
7184
        // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.
7185
0
        double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x;
7186
0
        double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1;
7187
0
        window->DC.CursorStartPos  = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);
7188
0
        window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));
7189
0
        window->DC.CursorPos = window->DC.CursorStartPos;
7190
0
        window->DC.CursorPosPrevLine = window->DC.CursorPos;
7191
0
        window->DC.CursorMaxPos = window->DC.CursorStartPos;
7192
0
        window->DC.IdealMaxPos = window->DC.CursorStartPos;
7193
0
        window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
7194
0
        window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
7195
0
        window->DC.IsSameLine = window->DC.IsSetPos = false;
7196
7197
0
        window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
7198
0
        window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
7199
0
        window->DC.NavLayersActiveMaskNext = 0x00;
7200
0
        window->DC.NavIsScrollPushableX = true;
7201
0
        window->DC.NavHideHighlightOneFrame = false;
7202
0
        window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f);
7203
7204
0
        window->DC.MenuBarAppending = false;
7205
0
        window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
7206
0
        window->DC.TreeDepth = 0;
7207
0
        window->DC.TreeJumpToParentOnPopMask = 0x00;
7208
0
        window->DC.ChildWindows.resize(0);
7209
0
        window->DC.StateStorage = &window->StateStorage;
7210
0
        window->DC.CurrentColumns = NULL;
7211
0
        window->DC.LayoutType = ImGuiLayoutType_Vertical;
7212
0
        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
7213
7214
0
        window->DC.ItemWidth = window->ItemWidthDefault;
7215
0
        window->DC.TextWrapPos = -1.0f; // disabled
7216
0
        window->DC.ItemWidthStack.resize(0);
7217
0
        window->DC.TextWrapPosStack.resize(0);
7218
7219
0
        if (window->AutoFitFramesX > 0)
7220
0
            window->AutoFitFramesX--;
7221
0
        if (window->AutoFitFramesY > 0)
7222
0
            window->AutoFitFramesY--;
7223
7224
        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
7225
        // We ImGuiFocusRequestFlags_UnlessBelowModal to:
7226
        // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed.
7227
        // - Position window behind the modal that is not a begin-parent of this window.
7228
0
        if (want_focus)
7229
0
            FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal);
7230
0
        if (want_focus && window == g.NavWindow)
7231
0
            NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
7232
7233
        // Close requested by platform window (apply to all windows in this viewport)
7234
0
        if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport())
7235
0
        {
7236
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name);
7237
0
            *p_open = false;
7238
0
            g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. // FIXME-NAV: Try removing.
7239
0
        }
7240
7241
        // Title bar
7242
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
7243
0
            RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
7244
7245
        // Clear hit test shape every frame
7246
0
        window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
7247
7248
        // Pressing CTRL+C while holding on a window copy its content to the clipboard
7249
        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
7250
        // Maybe we can support CTRL+C on every element?
7251
        /*
7252
        //if (g.NavWindow == window && g.ActiveId == 0)
7253
        if (g.ActiveId == window->MoveId)
7254
            if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C))
7255
                LogToClipboard();
7256
        */
7257
7258
0
        if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)
7259
0
        {
7260
            // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source.
7261
            // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it.
7262
0
            if ((g.MovingWindow == window) && (g.IO.ConfigDockingWithShift == g.IO.KeyShift))
7263
0
                if ((window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0)
7264
0
                    BeginDockableDragDropSource(window);
7265
7266
            // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead.
7267
0
            if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking))
7268
0
                if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window)
7269
0
                    if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost))
7270
0
                        BeginDockableDragDropTarget(window);
7271
0
        }
7272
7273
        // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
7274
        // This is useful to allow creating context menus on title bar only, etc.
7275
0
        if (window->DockIsActive)
7276
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect);
7277
0
        else
7278
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
7279
7280
        // [DEBUG]
7281
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
7282
0
        if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId))
7283
0
            DebugLocateItemResolveWithLastItem();
7284
0
#endif
7285
7286
        // [Test Engine] Register title bar / tab with MoveId.
7287
#ifdef IMGUI_ENABLE_TEST_ENGINE
7288
        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
7289
            IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData);
7290
#endif
7291
0
    }
7292
0
    else
7293
0
    {
7294
        // Append
7295
0
        SetCurrentViewport(window, window->Viewport);
7296
0
        SetCurrentWindow(window);
7297
0
    }
7298
7299
0
    if (!(flags & ImGuiWindowFlags_DockNodeHost))
7300
0
        PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
7301
7302
    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
7303
0
    window->WriteAccessed = false;
7304
0
    window->BeginCount++;
7305
0
    g.NextWindowData.ClearFlags();
7306
7307
    // Update visibility
7308
0
    if (first_begin_of_the_frame)
7309
0
    {
7310
        // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems.
7311
        // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents.
7312
        // This is analogous to regular windows being hidden from one frame.
7313
        // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed.
7314
0
        if (window->DockIsActive && !window->DockTabIsVisible)
7315
0
        {
7316
0
            if (window->LastFrameJustFocused == g.FrameCount)
7317
0
                window->HiddenFramesCannotSkipItems = 1;
7318
0
            else
7319
0
                window->HiddenFramesCanSkipItems = 1;
7320
0
        }
7321
7322
0
        if (flags & ImGuiWindowFlags_ChildWindow)
7323
0
        {
7324
            // Child window can be out of sight and have "negative" clip windows.
7325
            // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
7326
0
            IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive));
7327
0
            if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow??
7328
0
            {
7329
0
                const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
7330
0
                if (!g.LogEnabled && !nav_request)
7331
0
                    if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
7332
0
                        window->HiddenFramesCanSkipItems = 1;
7333
0
            }
7334
7335
            // Hide along with parent or if parent is collapsed
7336
0
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
7337
0
                window->HiddenFramesCanSkipItems = 1;
7338
0
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
7339
0
                window->HiddenFramesCannotSkipItems = 1;
7340
0
        }
7341
7342
        // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
7343
0
        if (style.Alpha <= 0.0f)
7344
0
            window->HiddenFramesCanSkipItems = 1;
7345
7346
        // Update the Hidden flag
7347
0
        bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
7348
0
        window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);
7349
7350
        // Disable inputs for requested number of frames
7351
0
        if (window->DisableInputsFrames > 0)
7352
0
        {
7353
0
            window->DisableInputsFrames--;
7354
0
            window->Flags |= ImGuiWindowFlags_NoInputs;
7355
0
        }
7356
7357
        // Update the SkipItems flag, used to early out of all items functions (no layout required)
7358
0
        bool skip_items = false;
7359
0
        if (window->Collapsed || !window->Active || hidden_regular)
7360
0
            if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
7361
0
                skip_items = true;
7362
0
        window->SkipItems = skip_items;
7363
7364
        // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value.
7365
0
        if (window->SkipItems)
7366
0
            window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask;
7367
7368
        // Sanity check: there are two spots which can set Appearing = true
7369
        // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false
7370
        // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert.
7371
0
        if (window->SkipItems && !window->Appearing)
7372
0
            IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177
7373
0
    }
7374
7375
    // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors.
7376
    // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing)
7377
0
    if (!window->IsFallbackWindow && ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)))
7378
0
    {
7379
0
        if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; }
7380
0
        if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; }
7381
0
        return false;
7382
0
    }
7383
7384
0
    return !window->SkipItems;
7385
0
}
7386
7387
void ImGui::End()
7388
0
{
7389
0
    ImGuiContext& g = *GImGui;
7390
0
    ImGuiWindow* window = g.CurrentWindow;
7391
7392
    // Error checking: verify that user hasn't called End() too many times!
7393
0
    if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)
7394
0
    {
7395
0
        IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");
7396
0
        return;
7397
0
    }
7398
0
    IM_ASSERT(g.CurrentWindowStack.Size > 0);
7399
7400
    // Error checking: verify that user doesn't directly call End() on a child window.
7401
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive)
7402
0
        IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
7403
7404
    // Close anything that is open
7405
0
    if (window->DC.CurrentColumns)
7406
0
        EndColumns();
7407
0
    if (!(window->Flags & ImGuiWindowFlags_DockNodeHost))   // Pop inner window clip rectangle
7408
0
        PopClipRect();
7409
0
    PopFocusScope();
7410
7411
    // Stop logging
7412
0
    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
7413
0
        LogFinish();
7414
7415
0
    if (window->DC.IsSetPos)
7416
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
7417
7418
    // Docking: report contents sizes to parent to allow for auto-resize
7419
0
    if (window->DockNode && window->DockTabIsVisible)
7420
0
        if (ImGuiWindow* host_window = window->DockNode->HostWindow)         // FIXME-DOCK
7421
0
            host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding;
7422
7423
    // Pop from window stack
7424
0
    g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;
7425
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
7426
0
        g.BeginMenuCount--;
7427
0
    if (window->Flags & ImGuiWindowFlags_Popup)
7428
0
        g.BeginPopupStack.pop_back();
7429
0
    g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g);
7430
0
    g.CurrentWindowStack.pop_back();
7431
0
    SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
7432
0
    if (g.CurrentWindow)
7433
0
        SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
7434
0
}
7435
7436
void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
7437
0
{
7438
0
    ImGuiContext& g = *GImGui;
7439
0
    IM_ASSERT(window == window->RootWindow);
7440
7441
0
    const int cur_order = window->FocusOrder;
7442
0
    IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
7443
0
    if (g.WindowsFocusOrder.back() == window)
7444
0
        return;
7445
7446
0
    const int new_order = g.WindowsFocusOrder.Size - 1;
7447
0
    for (int n = cur_order; n < new_order; n++)
7448
0
    {
7449
0
        g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
7450
0
        g.WindowsFocusOrder[n]->FocusOrder--;
7451
0
        IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
7452
0
    }
7453
0
    g.WindowsFocusOrder[new_order] = window;
7454
0
    window->FocusOrder = (short)new_order;
7455
0
}
7456
7457
void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
7458
0
{
7459
0
    ImGuiContext& g = *GImGui;
7460
0
    ImGuiWindow* current_front_window = g.Windows.back();
7461
0
    if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better)
7462
0
        return;
7463
0
    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
7464
0
        if (g.Windows[i] == window)
7465
0
        {
7466
0
            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
7467
0
            g.Windows[g.Windows.Size - 1] = window;
7468
0
            break;
7469
0
        }
7470
0
}
7471
7472
void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
7473
0
{
7474
0
    ImGuiContext& g = *GImGui;
7475
0
    if (g.Windows[0] == window)
7476
0
        return;
7477
0
    for (int i = 0; i < g.Windows.Size; i++)
7478
0
        if (g.Windows[i] == window)
7479
0
        {
7480
0
            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
7481
0
            g.Windows[0] = window;
7482
0
            break;
7483
0
        }
7484
0
}
7485
7486
void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
7487
0
{
7488
0
    IM_ASSERT(window != NULL && behind_window != NULL);
7489
0
    ImGuiContext& g = *GImGui;
7490
0
    window = window->RootWindow;
7491
0
    behind_window = behind_window->RootWindow;
7492
0
    int pos_wnd = FindWindowDisplayIndex(window);
7493
0
    int pos_beh = FindWindowDisplayIndex(behind_window);
7494
0
    if (pos_wnd < pos_beh)
7495
0
    {
7496
0
        size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
7497
0
        memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
7498
0
        g.Windows[pos_beh - 1] = window;
7499
0
    }
7500
0
    else
7501
0
    {
7502
0
        size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
7503
0
        memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
7504
0
        g.Windows[pos_beh] = window;
7505
0
    }
7506
0
}
7507
7508
int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
7509
0
{
7510
0
    ImGuiContext& g = *GImGui;
7511
0
    return g.Windows.index_from_ptr(g.Windows.find(window));
7512
0
}
7513
7514
// Moving window to front of display and set focus (which happens to be back of our sorted list)
7515
void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags)
7516
0
{
7517
0
    ImGuiContext& g = *GImGui;
7518
7519
    // Modal check?
7520
0
    if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case.
7521
0
        if (ImGuiWindow* blocking_modal = FindBlockingModal(window))
7522
0
        {
7523
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "<NULL>", blocking_modal->Name);
7524
0
            if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7525
0
                BringWindowToDisplayBehind(window, blocking_modal); // Still bring to right below modal.
7526
0
            return;
7527
0
        }
7528
7529
    // Find last focused child (if any) and focus it instead.
7530
0
    if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL)
7531
0
        window = NavRestoreLastChildNavWindow(window);
7532
7533
    // Apply focus
7534
0
    if (g.NavWindow != window)
7535
0
    {
7536
0
        SetNavWindow(window);
7537
0
        if (window && g.NavDisableMouseHover)
7538
0
            g.NavMousePosDirty = true;
7539
0
        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
7540
0
        g.NavLayer = ImGuiNavLayer_Main;
7541
0
        g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0;
7542
0
        g.NavIdIsAlive = false;
7543
7544
        // Close popups if any
7545
0
        ClosePopupsOverWindow(window, false);
7546
0
    }
7547
7548
    // Move the root window to the top of the pile
7549
0
    IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL);
7550
0
    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL;
7551
0
    ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL;
7552
0
    ImGuiDockNode* dock_node = window ? window->DockNode : NULL;
7553
0
    bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow);
7554
7555
    // Steal active widgets. Some of the cases it triggers includes:
7556
    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
7557
    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
7558
    // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window.
7559
0
    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
7560
0
        if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host)
7561
0
            ClearActiveID();
7562
7563
    // Passing NULL allow to disable keyboard focus
7564
0
    if (!window)
7565
0
        return;
7566
0
    window->LastFrameJustFocused = g.FrameCount;
7567
7568
    // Select in dock node
7569
0
    if (dock_node && dock_node->TabBar)
7570
0
        dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId;
7571
7572
    // Bring to front
7573
0
    BringWindowToFocusFront(focus_front_window);
7574
0
    if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7575
0
        BringWindowToDisplayFront(display_front_window);
7576
0
}
7577
7578
void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags)
7579
0
{
7580
0
    ImGuiContext& g = *GImGui;
7581
0
    int start_idx = g.WindowsFocusOrder.Size - 1;
7582
0
    if (under_this_window != NULL)
7583
0
    {
7584
        // Aim at root window behind us, if we are in a child window that's our own root (see #4640)
7585
0
        int offset = -1;
7586
0
        while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
7587
0
        {
7588
0
            under_this_window = under_this_window->ParentWindow;
7589
0
            offset = 0;
7590
0
        }
7591
0
        start_idx = FindWindowFocusIndex(under_this_window) + offset;
7592
0
    }
7593
0
    for (int i = start_idx; i >= 0; i--)
7594
0
    {
7595
        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
7596
0
        ImGuiWindow* window = g.WindowsFocusOrder[i];
7597
0
        IM_ASSERT(window == window->RootWindow);
7598
0
        if (window == ignore_window || !window->WasActive)
7599
0
            continue;
7600
0
        if (filter_viewport != NULL && window->Viewport != filter_viewport)
7601
0
            continue;
7602
0
        if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
7603
0
        {
7604
            // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set...
7605
            // This is failing (lagging by one frame) for docked windows.
7606
            // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B.
7607
            // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update)
7608
            // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself?
7609
0
            FocusWindow(window, flags);
7610
0
            return;
7611
0
        }
7612
0
    }
7613
0
    FocusWindow(NULL, flags);
7614
0
}
7615
7616
// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
7617
void ImGui::SetCurrentFont(ImFont* font)
7618
0
{
7619
0
    ImGuiContext& g = *GImGui;
7620
0
    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
7621
0
    IM_ASSERT(font->Scale > 0.0f);
7622
0
    g.Font = font;
7623
0
    g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
7624
0
    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
7625
7626
0
    ImFontAtlas* atlas = g.Font->ContainerAtlas;
7627
0
    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
7628
0
    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
7629
0
    g.DrawListSharedData.Font = g.Font;
7630
0
    g.DrawListSharedData.FontSize = g.FontSize;
7631
0
}
7632
7633
void ImGui::PushFont(ImFont* font)
7634
0
{
7635
0
    ImGuiContext& g = *GImGui;
7636
0
    if (!font)
7637
0
        font = GetDefaultFont();
7638
0
    SetCurrentFont(font);
7639
0
    g.FontStack.push_back(font);
7640
0
    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
7641
0
}
7642
7643
void  ImGui::PopFont()
7644
0
{
7645
0
    ImGuiContext& g = *GImGui;
7646
0
    g.CurrentWindow->DrawList->PopTextureID();
7647
0
    g.FontStack.pop_back();
7648
0
    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
7649
0
}
7650
7651
void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
7652
0
{
7653
0
    ImGuiContext& g = *GImGui;
7654
0
    ImGuiItemFlags item_flags = g.CurrentItemFlags;
7655
0
    IM_ASSERT(item_flags == g.ItemFlagsStack.back());
7656
0
    if (enabled)
7657
0
        item_flags |= option;
7658
0
    else
7659
0
        item_flags &= ~option;
7660
0
    g.CurrentItemFlags = item_flags;
7661
0
    g.ItemFlagsStack.push_back(item_flags);
7662
0
}
7663
7664
void ImGui::PopItemFlag()
7665
0
{
7666
0
    ImGuiContext& g = *GImGui;
7667
0
    IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.
7668
0
    g.ItemFlagsStack.pop_back();
7669
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7670
0
}
7671
7672
// BeginDisabled()/EndDisabled()
7673
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
7674
// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.
7675
// - Feedback welcome at https://github.com/ocornut/imgui/issues/211
7676
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
7677
// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()
7678
void ImGui::BeginDisabled(bool disabled)
7679
0
{
7680
0
    ImGuiContext& g = *GImGui;
7681
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7682
0
    if (!was_disabled && disabled)
7683
0
    {
7684
0
        g.DisabledAlphaBackup = g.Style.Alpha;
7685
0
        g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);
7686
0
    }
7687
0
    if (was_disabled || disabled)
7688
0
        g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
7689
0
    g.ItemFlagsStack.push_back(g.CurrentItemFlags);
7690
0
    g.DisabledStackSize++;
7691
0
}
7692
7693
void ImGui::EndDisabled()
7694
0
{
7695
0
    ImGuiContext& g = *GImGui;
7696
0
    IM_ASSERT(g.DisabledStackSize > 0);
7697
0
    g.DisabledStackSize--;
7698
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7699
    //PopItemFlag();
7700
0
    g.ItemFlagsStack.pop_back();
7701
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7702
0
    if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
7703
0
        g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();
7704
0
}
7705
7706
void ImGui::PushTabStop(bool tab_stop)
7707
0
{
7708
0
    PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop);
7709
0
}
7710
7711
void ImGui::PopTabStop()
7712
0
{
7713
0
    PopItemFlag();
7714
0
}
7715
7716
void ImGui::PushButtonRepeat(bool repeat)
7717
0
{
7718
0
    PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
7719
0
}
7720
7721
void ImGui::PopButtonRepeat()
7722
0
{
7723
0
    PopItemFlag();
7724
0
}
7725
7726
void ImGui::PushTextWrapPos(float wrap_pos_x)
7727
0
{
7728
0
    ImGuiWindow* window = GetCurrentWindow();
7729
0
    window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);
7730
0
    window->DC.TextWrapPos = wrap_pos_x;
7731
0
}
7732
7733
void ImGui::PopTextWrapPos()
7734
0
{
7735
0
    ImGuiWindow* window = GetCurrentWindow();
7736
0
    window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();
7737
0
    window->DC.TextWrapPosStack.pop_back();
7738
0
}
7739
7740
static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy)
7741
0
{
7742
0
    ImGuiWindow* last_window = NULL;
7743
0
    while (last_window != window)
7744
0
    {
7745
0
        last_window = window;
7746
0
        window = window->RootWindow;
7747
0
        if (popup_hierarchy)
7748
0
            window = window->RootWindowPopupTree;
7749
0
    if (dock_hierarchy)
7750
0
      window = window->RootWindowDockTree;
7751
0
  }
7752
0
    return window;
7753
0
}
7754
7755
bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy)
7756
0
{
7757
0
    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy);
7758
0
    if (window_root == potential_parent)
7759
0
        return true;
7760
0
    while (window != NULL)
7761
0
    {
7762
0
        if (window == potential_parent)
7763
0
            return true;
7764
0
        if (window == window_root) // end of chain
7765
0
            return false;
7766
0
        window = window->ParentWindow;
7767
0
    }
7768
0
    return false;
7769
0
}
7770
7771
bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
7772
0
{
7773
0
    if (window->RootWindow == potential_parent)
7774
0
        return true;
7775
0
    while (window != NULL)
7776
0
    {
7777
0
        if (window == potential_parent)
7778
0
            return true;
7779
0
        window = window->ParentWindowInBeginStack;
7780
0
    }
7781
0
    return false;
7782
0
}
7783
7784
bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
7785
0
{
7786
0
    ImGuiContext& g = *GImGui;
7787
7788
    // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array
7789
0
    const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);
7790
0
    if (display_layer_delta != 0)
7791
0
        return display_layer_delta > 0;
7792
7793
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
7794
0
    {
7795
0
        ImGuiWindow* candidate_window = g.Windows[i];
7796
0
        if (candidate_window == potential_above)
7797
0
            return true;
7798
0
        if (candidate_window == potential_below)
7799
0
            return false;
7800
0
    }
7801
0
    return false;
7802
0
}
7803
7804
bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
7805
0
{
7806
0
    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0 && "Invalid flags for IsWindowHovered()!");
7807
7808
0
    ImGuiContext& g = *GImGui;
7809
0
    ImGuiWindow* ref_window = g.HoveredWindow;
7810
0
    ImGuiWindow* cur_window = g.CurrentWindow;
7811
0
    if (ref_window == NULL)
7812
0
        return false;
7813
7814
0
    if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
7815
0
    {
7816
0
        IM_ASSERT(cur_window); // Not inside a Begin()/End()
7817
0
        const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
7818
0
        const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0;
7819
0
        if (flags & ImGuiHoveredFlags_RootWindow)
7820
0
            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
7821
7822
0
        bool result;
7823
0
        if (flags & ImGuiHoveredFlags_ChildWindows)
7824
0
            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
7825
0
        else
7826
0
            result = (ref_window == cur_window);
7827
0
        if (!result)
7828
0
            return false;
7829
0
    }
7830
7831
0
    if (!IsWindowContentHoverable(ref_window, flags))
7832
0
        return false;
7833
0
    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
7834
0
        if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)
7835
0
            return false;
7836
7837
    // When changing hovered window we requires a bit of stationary delay before activating hover timer.
7838
    // FIXME: We don't support delay other than stationary one for now, other delay would need a way
7839
    // to fullfill the possibility that multiple IsWindowHovered() with varying flag could return true
7840
    // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache.
7841
    // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow.
7842
0
    if (flags & ImGuiHoveredFlags_ForTooltip)
7843
0
        flags |= g.Style.HoverFlagsForTooltipMouse;
7844
0
    if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID)
7845
0
        return false;
7846
7847
0
    return true;
7848
0
}
7849
7850
bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
7851
0
{
7852
0
    ImGuiContext& g = *GImGui;
7853
0
    ImGuiWindow* ref_window = g.NavWindow;
7854
0
    ImGuiWindow* cur_window = g.CurrentWindow;
7855
7856
0
    if (ref_window == NULL)
7857
0
        return false;
7858
0
    if (flags & ImGuiFocusedFlags_AnyWindow)
7859
0
        return true;
7860
7861
0
    IM_ASSERT(cur_window); // Not inside a Begin()/End()
7862
0
    const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
7863
0
    const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0;
7864
0
    if (flags & ImGuiHoveredFlags_RootWindow)
7865
0
        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
7866
7867
0
    if (flags & ImGuiHoveredFlags_ChildWindows)
7868
0
        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
7869
0
    else
7870
0
        return (ref_window == cur_window);
7871
0
}
7872
7873
ImGuiID ImGui::GetWindowDockID()
7874
0
{
7875
0
    ImGuiContext& g = *GImGui;
7876
0
    return g.CurrentWindow->DockId;
7877
0
}
7878
7879
bool ImGui::IsWindowDocked()
7880
0
{
7881
0
    ImGuiContext& g = *GImGui;
7882
0
    return g.CurrentWindow->DockIsActive;
7883
0
}
7884
7885
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
7886
// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
7887
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
7888
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
7889
0
{
7890
0
    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
7891
0
}
7892
7893
float ImGui::GetWindowWidth()
7894
0
{
7895
0
    ImGuiWindow* window = GImGui->CurrentWindow;
7896
0
    return window->Size.x;
7897
0
}
7898
7899
float ImGui::GetWindowHeight()
7900
0
{
7901
0
    ImGuiWindow* window = GImGui->CurrentWindow;
7902
0
    return window->Size.y;
7903
0
}
7904
7905
ImVec2 ImGui::GetWindowPos()
7906
0
{
7907
0
    ImGuiContext& g = *GImGui;
7908
0
    ImGuiWindow* window = g.CurrentWindow;
7909
0
    return window->Pos;
7910
0
}
7911
7912
void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
7913
0
{
7914
    // Test condition (NB: bit 0 is always true) and clear flags for next time
7915
0
    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
7916
0
        return;
7917
7918
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7919
0
    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
7920
0
    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
7921
7922
    // Set
7923
0
    const ImVec2 old_pos = window->Pos;
7924
0
    window->Pos = ImFloor(pos);
7925
0
    ImVec2 offset = window->Pos - old_pos;
7926
0
    if (offset.x == 0.0f && offset.y == 0.0f)
7927
0
        return;
7928
0
    MarkIniSettingsDirty(window);
7929
    // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here.
7930
0
    window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
7931
0
    window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
7932
0
    window->DC.IdealMaxPos += offset;
7933
0
    window->DC.CursorStartPos += offset;
7934
0
}
7935
7936
void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
7937
0
{
7938
0
    ImGuiWindow* window = GetCurrentWindowRead();
7939
0
    SetWindowPos(window, pos, cond);
7940
0
}
7941
7942
void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
7943
0
{
7944
0
    if (ImGuiWindow* window = FindWindowByName(name))
7945
0
        SetWindowPos(window, pos, cond);
7946
0
}
7947
7948
ImVec2 ImGui::GetWindowSize()
7949
0
{
7950
0
    ImGuiWindow* window = GetCurrentWindowRead();
7951
0
    return window->Size;
7952
0
}
7953
7954
void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
7955
0
{
7956
    // Test condition (NB: bit 0 is always true) and clear flags for next time
7957
0
    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
7958
0
        return;
7959
7960
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7961
0
    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
7962
7963
    // Set
7964
0
    ImVec2 old_size = window->SizeFull;
7965
0
    window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0;
7966
0
    window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0;
7967
0
    if (size.x <= 0.0f)
7968
0
        window->AutoFitOnlyGrows = false;
7969
0
    else
7970
0
        window->SizeFull.x = IM_FLOOR(size.x);
7971
0
    if (size.y <= 0.0f)
7972
0
        window->AutoFitOnlyGrows = false;
7973
0
    else
7974
0
        window->SizeFull.y = IM_FLOOR(size.y);
7975
0
    if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
7976
0
        MarkIniSettingsDirty(window);
7977
0
}
7978
7979
void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
7980
0
{
7981
0
    SetWindowSize(GImGui->CurrentWindow, size, cond);
7982
0
}
7983
7984
void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
7985
0
{
7986
0
    if (ImGuiWindow* window = FindWindowByName(name))
7987
0
        SetWindowSize(window, size, cond);
7988
0
}
7989
7990
void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
7991
0
{
7992
    // Test condition (NB: bit 0 is always true) and clear flags for next time
7993
0
    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
7994
0
        return;
7995
0
    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
7996
7997
    // Set
7998
0
    window->Collapsed = collapsed;
7999
0
}
8000
8001
void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
8002
0
{
8003
0
    IM_ASSERT(window->HitTestHoleSize.x == 0);     // We don't support multiple holes/hit test filters
8004
0
    window->HitTestHoleSize = ImVec2ih(size);
8005
0
    window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);
8006
0
}
8007
8008
void ImGui::SetWindowHiddendAndSkipItemsForCurrentFrame(ImGuiWindow* window)
8009
0
{
8010
0
    window->Hidden = window->SkipItems = true;
8011
0
    window->HiddenFramesCanSkipItems = 1;
8012
0
}
8013
8014
void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
8015
0
{
8016
0
    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
8017
0
}
8018
8019
bool ImGui::IsWindowCollapsed()
8020
0
{
8021
0
    ImGuiWindow* window = GetCurrentWindowRead();
8022
0
    return window->Collapsed;
8023
0
}
8024
8025
bool ImGui::IsWindowAppearing()
8026
0
{
8027
0
    ImGuiWindow* window = GetCurrentWindowRead();
8028
0
    return window->Appearing;
8029
0
}
8030
8031
void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
8032
0
{
8033
0
    if (ImGuiWindow* window = FindWindowByName(name))
8034
0
        SetWindowCollapsed(window, collapsed, cond);
8035
0
}
8036
8037
void ImGui::SetWindowFocus()
8038
0
{
8039
0
    FocusWindow(GImGui->CurrentWindow);
8040
0
}
8041
8042
void ImGui::SetWindowFocus(const char* name)
8043
0
{
8044
0
    if (name)
8045
0
    {
8046
0
        if (ImGuiWindow* window = FindWindowByName(name))
8047
0
            FocusWindow(window);
8048
0
    }
8049
0
    else
8050
0
    {
8051
0
        FocusWindow(NULL);
8052
0
    }
8053
0
}
8054
8055
void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
8056
0
{
8057
0
    ImGuiContext& g = *GImGui;
8058
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8059
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;
8060
0
    g.NextWindowData.PosVal = pos;
8061
0
    g.NextWindowData.PosPivotVal = pivot;
8062
0
    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
8063
0
    g.NextWindowData.PosUndock = true;
8064
0
}
8065
8066
void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
8067
0
{
8068
0
    ImGuiContext& g = *GImGui;
8069
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8070
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;
8071
0
    g.NextWindowData.SizeVal = size;
8072
0
    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
8073
0
}
8074
8075
void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
8076
0
{
8077
0
    ImGuiContext& g = *GImGui;
8078
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
8079
0
    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
8080
0
    g.NextWindowData.SizeCallback = custom_callback;
8081
0
    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
8082
0
}
8083
8084
// Content size = inner scrollable rectangle, padded with WindowPadding.
8085
// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
8086
void ImGui::SetNextWindowContentSize(const ImVec2& size)
8087
0
{
8088
0
    ImGuiContext& g = *GImGui;
8089
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
8090
0
    g.NextWindowData.ContentSizeVal = ImFloor(size);
8091
0
}
8092
8093
void ImGui::SetNextWindowScroll(const ImVec2& scroll)
8094
0
{
8095
0
    ImGuiContext& g = *GImGui;
8096
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
8097
0
    g.NextWindowData.ScrollVal = scroll;
8098
0
}
8099
8100
void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
8101
0
{
8102
0
    ImGuiContext& g = *GImGui;
8103
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8104
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;
8105
0
    g.NextWindowData.CollapsedVal = collapsed;
8106
0
    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
8107
0
}
8108
8109
void ImGui::SetNextWindowFocus()
8110
0
{
8111
0
    ImGuiContext& g = *GImGui;
8112
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;
8113
0
}
8114
8115
void ImGui::SetNextWindowBgAlpha(float alpha)
8116
0
{
8117
0
    ImGuiContext& g = *GImGui;
8118
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;
8119
0
    g.NextWindowData.BgAlphaVal = alpha;
8120
0
}
8121
8122
void ImGui::SetNextWindowViewport(ImGuiID id)
8123
0
{
8124
0
    ImGuiContext& g = *GImGui;
8125
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport;
8126
0
    g.NextWindowData.ViewportId = id;
8127
0
}
8128
8129
void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond)
8130
0
{
8131
0
    ImGuiContext& g = *GImGui;
8132
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock;
8133
0
    g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always;
8134
0
    g.NextWindowData.DockId = id;
8135
0
}
8136
8137
void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class)
8138
0
{
8139
0
    ImGuiContext& g = *GImGui;
8140
0
    IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit
8141
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass;
8142
0
    g.NextWindowData.WindowClass = *window_class;
8143
0
}
8144
8145
ImDrawList* ImGui::GetWindowDrawList()
8146
0
{
8147
0
    ImGuiWindow* window = GetCurrentWindow();
8148
0
    return window->DrawList;
8149
0
}
8150
8151
float ImGui::GetWindowDpiScale()
8152
0
{
8153
0
    ImGuiContext& g = *GImGui;
8154
0
    return g.CurrentDpiScale;
8155
0
}
8156
8157
ImGuiViewport* ImGui::GetWindowViewport()
8158
0
{
8159
0
    ImGuiContext& g = *GImGui;
8160
0
    IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport);
8161
0
    return g.CurrentViewport;
8162
0
}
8163
8164
ImFont* ImGui::GetFont()
8165
0
{
8166
0
    return GImGui->Font;
8167
0
}
8168
8169
float ImGui::GetFontSize()
8170
0
{
8171
0
    return GImGui->FontSize;
8172
0
}
8173
8174
ImVec2 ImGui::GetFontTexUvWhitePixel()
8175
0
{
8176
0
    return GImGui->DrawListSharedData.TexUvWhitePixel;
8177
0
}
8178
8179
void ImGui::SetWindowFontScale(float scale)
8180
0
{
8181
0
    IM_ASSERT(scale > 0.0f);
8182
0
    ImGuiContext& g = *GImGui;
8183
0
    ImGuiWindow* window = GetCurrentWindow();
8184
0
    window->FontWindowScale = scale;
8185
0
    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
8186
0
}
8187
8188
void ImGui::PushFocusScope(ImGuiID id)
8189
0
{
8190
0
    ImGuiContext& g = *GImGui;
8191
0
    g.FocusScopeStack.push_back(id);
8192
0
    g.CurrentFocusScopeId = id;
8193
0
}
8194
8195
void ImGui::PopFocusScope()
8196
0
{
8197
0
    ImGuiContext& g = *GImGui;
8198
0
    IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?
8199
0
    g.FocusScopeStack.pop_back();
8200
0
    g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0;
8201
0
}
8202
8203
// Focus = move navigation cursor, set scrolling, set focus window.
8204
void ImGui::FocusItem()
8205
0
{
8206
0
    ImGuiContext& g = *GImGui;
8207
0
    ImGuiWindow* window = g.CurrentWindow;
8208
0
    IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name);
8209
0
    if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this?
8210
0
    {
8211
0
        IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n");
8212
0
        return;
8213
0
    }
8214
8215
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSelect;
8216
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8217
0
    SetNavWindow(window);
8218
0
    NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags);
8219
0
    NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8220
0
}
8221
8222
void ImGui::ActivateItemByID(ImGuiID id)
8223
0
{
8224
0
    ImGuiContext& g = *GImGui;
8225
0
    g.NavNextActivateId = id;
8226
0
    g.NavNextActivateFlags = ImGuiActivateFlags_None;
8227
0
}
8228
8229
// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!
8230
// But ActivateItem() should function without altering scroll/focus?
8231
void ImGui::SetKeyboardFocusHere(int offset)
8232
0
{
8233
0
    ImGuiContext& g = *GImGui;
8234
0
    ImGuiWindow* window = g.CurrentWindow;
8235
0
    IM_ASSERT(offset >= -1);    // -1 is allowed but not below
8236
0
    IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
8237
8238
    // It makes sense in the vast majority of cases to never interrupt a drag and drop.
8239
    // When we refactor this function into ActivateItem() we may want to make this an option.
8240
    // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but
8241
    // is also automatically dropped in the event g.ActiveId is stolen.
8242
0
    if (g.DragDropActive || g.MovingWindow != NULL)
8243
0
    {
8244
0
        IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n");
8245
0
        return;
8246
0
    }
8247
8248
0
    SetNavWindow(window);
8249
8250
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi;
8251
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8252
0
    NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
8253
0
    if (offset == -1)
8254
0
    {
8255
0
        NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8256
0
    }
8257
0
    else
8258
0
    {
8259
0
        g.NavTabbingDir = 1;
8260
0
        g.NavTabbingCounter = offset + 1;
8261
0
    }
8262
0
}
8263
8264
void ImGui::SetItemDefaultFocus()
8265
0
{
8266
0
    ImGuiContext& g = *GImGui;
8267
0
    ImGuiWindow* window = g.CurrentWindow;
8268
0
    if (!window->Appearing)
8269
0
        return;
8270
0
    if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent)
8271
0
        return;
8272
8273
0
    g.NavInitRequest = false;
8274
0
    NavApplyItemToResult(&g.NavInitResult);
8275
0
    NavUpdateAnyRequestFlag();
8276
8277
    // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll)
8278
0
    if (!window->ClipRect.Contains(g.LastItemData.Rect))
8279
0
        ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);
8280
0
}
8281
8282
void ImGui::SetStateStorage(ImGuiStorage* tree)
8283
0
{
8284
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8285
0
    window->DC.StateStorage = tree ? tree : &window->StateStorage;
8286
0
}
8287
8288
ImGuiStorage* ImGui::GetStateStorage()
8289
0
{
8290
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8291
0
    return window->DC.StateStorage;
8292
0
}
8293
8294
void ImGui::PushID(const char* str_id)
8295
0
{
8296
0
    ImGuiContext& g = *GImGui;
8297
0
    ImGuiWindow* window = g.CurrentWindow;
8298
0
    ImGuiID id = window->GetID(str_id);
8299
0
    window->IDStack.push_back(id);
8300
0
}
8301
8302
void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
8303
0
{
8304
0
    ImGuiContext& g = *GImGui;
8305
0
    ImGuiWindow* window = g.CurrentWindow;
8306
0
    ImGuiID id = window->GetID(str_id_begin, str_id_end);
8307
0
    window->IDStack.push_back(id);
8308
0
}
8309
8310
void ImGui::PushID(const void* ptr_id)
8311
0
{
8312
0
    ImGuiContext& g = *GImGui;
8313
0
    ImGuiWindow* window = g.CurrentWindow;
8314
0
    ImGuiID id = window->GetID(ptr_id);
8315
0
    window->IDStack.push_back(id);
8316
0
}
8317
8318
void ImGui::PushID(int int_id)
8319
0
{
8320
0
    ImGuiContext& g = *GImGui;
8321
0
    ImGuiWindow* window = g.CurrentWindow;
8322
0
    ImGuiID id = window->GetID(int_id);
8323
0
    window->IDStack.push_back(id);
8324
0
}
8325
8326
// Push a given id value ignoring the ID stack as a seed.
8327
void ImGui::PushOverrideID(ImGuiID id)
8328
0
{
8329
0
    ImGuiContext& g = *GImGui;
8330
0
    ImGuiWindow* window = g.CurrentWindow;
8331
0
    if (g.DebugHookIdInfo == id)
8332
0
        DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);
8333
0
    window->IDStack.push_back(id);
8334
0
}
8335
8336
// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call
8337
// (note that when using this pattern, TestEngine's "Stack Tool" will tend to not display the intermediate stack level.
8338
//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)
8339
ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
8340
0
{
8341
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
8342
0
    ImGuiContext& g = *GImGui;
8343
0
    if (g.DebugHookIdInfo == id)
8344
0
        DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
8345
0
    return id;
8346
0
}
8347
8348
ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed)
8349
0
{
8350
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
8351
0
    ImGuiContext& g = *GImGui;
8352
0
    if (g.DebugHookIdInfo == id)
8353
0
        DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
8354
0
    return id;
8355
0
}
8356
8357
void ImGui::PopID()
8358
0
{
8359
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8360
0
    IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?
8361
0
    window->IDStack.pop_back();
8362
0
}
8363
8364
ImGuiID ImGui::GetID(const char* str_id)
8365
0
{
8366
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8367
0
    return window->GetID(str_id);
8368
0
}
8369
8370
ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
8371
0
{
8372
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8373
0
    return window->GetID(str_id_begin, str_id_end);
8374
0
}
8375
8376
ImGuiID ImGui::GetID(const void* ptr_id)
8377
0
{
8378
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8379
0
    return window->GetID(ptr_id);
8380
0
}
8381
8382
bool ImGui::IsRectVisible(const ImVec2& size)
8383
0
{
8384
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8385
0
    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
8386
0
}
8387
8388
bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
8389
0
{
8390
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8391
0
    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
8392
0
}
8393
8394
8395
//-----------------------------------------------------------------------------
8396
// [SECTION] INPUTS
8397
//-----------------------------------------------------------------------------
8398
// - GetKeyData() [Internal]
8399
// - GetKeyIndex() [Internal]
8400
// - GetKeyName()
8401
// - GetKeyChordName() [Internal]
8402
// - CalcTypematicRepeatAmount() [Internal]
8403
// - GetTypematicRepeatRate() [Internal]
8404
// - GetKeyPressedAmount() [Internal]
8405
// - GetKeyMagnitude2d() [Internal]
8406
//-----------------------------------------------------------------------------
8407
// - UpdateKeyRoutingTable() [Internal]
8408
// - GetRoutingIdFromOwnerId() [Internal]
8409
// - GetShortcutRoutingData() [Internal]
8410
// - CalcRoutingScore() [Internal]
8411
// - SetShortcutRouting() [Internal]
8412
// - TestShortcutRouting() [Internal]
8413
//-----------------------------------------------------------------------------
8414
// - IsKeyDown()
8415
// - IsKeyPressed()
8416
// - IsKeyReleased()
8417
//-----------------------------------------------------------------------------
8418
// - IsMouseDown()
8419
// - IsMouseClicked()
8420
// - IsMouseReleased()
8421
// - IsMouseDoubleClicked()
8422
// - GetMouseClickedCount()
8423
// - IsMouseHoveringRect() [Internal]
8424
// - IsMouseDragPastThreshold() [Internal]
8425
// - IsMouseDragging()
8426
// - GetMousePos()
8427
// - GetMousePosOnOpeningCurrentPopup()
8428
// - IsMousePosValid()
8429
// - IsAnyMouseDown()
8430
// - GetMouseDragDelta()
8431
// - ResetMouseDragDelta()
8432
// - GetMouseCursor()
8433
// - SetMouseCursor()
8434
//-----------------------------------------------------------------------------
8435
// - UpdateAliasKey()
8436
// - GetMergedModsFromKeys()
8437
// - UpdateKeyboardInputs()
8438
// - UpdateMouseInputs()
8439
//-----------------------------------------------------------------------------
8440
// - LockWheelingWindow [Internal]
8441
// - FindBestWheelingWindow [Internal]
8442
// - UpdateMouseWheel() [Internal]
8443
//-----------------------------------------------------------------------------
8444
// - SetNextFrameWantCaptureKeyboard()
8445
// - SetNextFrameWantCaptureMouse()
8446
//-----------------------------------------------------------------------------
8447
// - GetInputSourceName() [Internal]
8448
// - DebugPrintInputEvent() [Internal]
8449
// - UpdateInputEvents() [Internal]
8450
//-----------------------------------------------------------------------------
8451
// - GetKeyOwner() [Internal]
8452
// - TestKeyOwner() [Internal]
8453
// - SetKeyOwner() [Internal]
8454
// - SetItemKeyOwner() [Internal]
8455
// - Shortcut() [Internal]
8456
//-----------------------------------------------------------------------------
8457
8458
ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key)
8459
0
{
8460
0
    ImGuiContext& g = *ctx;
8461
8462
    // Special storage location for mods
8463
0
    if (key & ImGuiMod_Mask_)
8464
0
        key = ConvertSingleModFlagToKey(ctx, key);
8465
8466
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8467
    IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
8468
    if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1)
8469
        key = (ImGuiKey)g.IO.KeyMap[key];  // Remap native->imgui or imgui->native
8470
#else
8471
0
    IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
8472
0
#endif
8473
0
    return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET];
8474
0
}
8475
8476
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8477
ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)
8478
{
8479
    ImGuiContext& g = *GImGui;
8480
    IM_ASSERT(IsNamedKey(key));
8481
    const ImGuiKeyData* key_data = GetKeyData(key);
8482
    return (ImGuiKey)(key_data - g.IO.KeysData);
8483
}
8484
#endif
8485
8486
// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
8487
static const char* const GKeyNames[] =
8488
{
8489
    "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",
8490
    "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape",
8491
    "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu",
8492
    "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H",
8493
    "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
8494
    "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
8495
    "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket",
8496
    "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",
8497
    "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
8498
    "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
8499
    "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
8500
    "GamepadStart", "GamepadBack",
8501
    "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",
8502
    "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",
8503
    "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
8504
    "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown",
8505
    "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown",
8506
    "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY",
8507
    "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names.
8508
};
8509
IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
8510
8511
const char* ImGui::GetKeyName(ImGuiKey key)
8512
0
{
8513
0
    ImGuiContext& g = *GImGui;
8514
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
8515
0
    IM_ASSERT((IsNamedKeyOrModKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
8516
#else
8517
    if (IsLegacyKey(key))
8518
    {
8519
        if (g.IO.KeyMap[key] == -1)
8520
            return "N/A";
8521
        IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key]));
8522
        key = (ImGuiKey)g.IO.KeyMap[key];
8523
    }
8524
#endif
8525
0
    if (key == ImGuiKey_None)
8526
0
        return "None";
8527
0
    if (key & ImGuiMod_Mask_)
8528
0
        key = ConvertSingleModFlagToKey(&g, key);
8529
0
    if (!IsNamedKey(key))
8530
0
        return "Unknown";
8531
8532
0
    return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
8533
0
}
8534
8535
// ImGuiMod_Shortcut is translated to either Ctrl or Super.
8536
void ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size)
8537
0
{
8538
0
    ImGuiContext& g = *GImGui;
8539
0
    if (key_chord & ImGuiMod_Shortcut)
8540
0
        key_chord = ConvertShortcutMod(key_chord);
8541
0
    ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s",
8542
0
        (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",
8543
0
        (key_chord & ImGuiMod_Shift) ? "Shift+" : "",
8544
0
        (key_chord & ImGuiMod_Alt) ? "Alt+" : "",
8545
0
        (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "",
8546
0
        GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_)));
8547
0
}
8548
8549
// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
8550
// t1 = current time (e.g.: g.Time)
8551
// An event is triggered at:
8552
//  t = 0.0f     t = repeat_delay,    t = repeat_delay + repeat_rate*N
8553
int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
8554
0
{
8555
0
    if (t1 == 0.0f)
8556
0
        return 1;
8557
0
    if (t0 >= t1)
8558
0
        return 0;
8559
0
    if (repeat_rate <= 0.0f)
8560
0
        return (t0 < repeat_delay) && (t1 >= repeat_delay);
8561
0
    const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
8562
0
    const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
8563
0
    const int count = count_t1 - count_t0;
8564
0
    return count;
8565
0
}
8566
8567
void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)
8568
0
{
8569
0
    ImGuiContext& g = *GImGui;
8570
0
    switch (flags & ImGuiInputFlags_RepeatRateMask_)
8571
0
    {
8572
0
    case ImGuiInputFlags_RepeatRateNavMove:             *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
8573
0
    case ImGuiInputFlags_RepeatRateNavTweak:            *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
8574
0
    case ImGuiInputFlags_RepeatRateDefault: default:    *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
8575
0
    }
8576
0
}
8577
8578
// Return value representing the number of presses in the last time period, for the given repeat rate
8579
// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate)
8580
int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)
8581
0
{
8582
0
    ImGuiContext& g = *GImGui;
8583
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8584
0
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8585
0
        return 0;
8586
0
    const float t = key_data->DownDuration;
8587
0
    return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
8588
0
}
8589
8590
// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).
8591
ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
8592
0
{
8593
0
    return ImVec2(
8594
0
        GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,
8595
0
        GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
8596
0
}
8597
8598
// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
8599
//   Entries   D,A,B,B,A,C,B     --> A,A,B,B,B,C,D
8600
//   Index     A:1 B:2 C:5 D:0   --> A:0 B:2 C:5 D:6
8601
// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
8602
static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
8603
0
{
8604
0
    ImGuiContext& g = *GImGui;
8605
0
    rt->EntriesNext.resize(0);
8606
0
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
8607
0
    {
8608
0
        const int new_routing_start_idx = rt->EntriesNext.Size;
8609
0
        ImGuiKeyRoutingData* routing_entry;
8610
0
        for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
8611
0
        {
8612
0
            routing_entry = &rt->Entries[old_routing_idx];
8613
0
            routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
8614
0
            routing_entry->RoutingNext = ImGuiKeyOwner_None;
8615
0
            routing_entry->RoutingNextScore = 255;
8616
0
            if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
8617
0
                continue;
8618
0
            rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
8619
8620
            // Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
8621
0
            if (routing_entry->Mods == g.IO.KeyMods)
8622
0
            {
8623
0
                ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
8624
0
                if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
8625
0
                    owner_data->OwnerCurr = routing_entry->RoutingCurr;
8626
0
            }
8627
0
        }
8628
8629
        // Rewrite linked-list
8630
0
        rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
8631
0
        for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
8632
0
            rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
8633
0
    }
8634
0
    rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
8635
0
}
8636
8637
// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
8638
static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
8639
0
{
8640
0
    ImGuiContext& g = *GImGui;
8641
0
    return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
8642
0
}
8643
8644
ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
8645
0
{
8646
    // Majority of shortcuts will be Key + any number of Mods
8647
    // We accept _Single_ mod with ImGuiKey_None.
8648
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl);                    // Legal
8649
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift);   // Legal
8650
    //  - Shortcut(ImGuiMod_Ctrl);                                 // Legal
8651
    //  - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift);                // Not legal
8652
0
    ImGuiContext& g = *GImGui;
8653
0
    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
8654
0
    ImGuiKeyRoutingData* routing_data;
8655
0
    if (key_chord & ImGuiMod_Shortcut)
8656
0
        key_chord = ConvertShortcutMod(key_chord);
8657
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
8658
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
8659
0
    if (key == ImGuiKey_None)
8660
0
        key = ConvertSingleModFlagToKey(&g, mods);
8661
0
    IM_ASSERT(IsNamedKey(key));
8662
8663
    // Get (in the majority of case, the linked list will have one element so this should be 2 reads.
8664
    // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
8665
0
    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)
8666
0
    {
8667
0
        routing_data = &rt->Entries[idx];
8668
0
        if (routing_data->Mods == mods)
8669
0
            return routing_data;
8670
0
    }
8671
8672
    // Add to linked-list
8673
0
    ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;
8674
0
    rt->Entries.push_back(ImGuiKeyRoutingData());
8675
0
    routing_data = &rt->Entries[routing_data_idx];
8676
0
    routing_data->Mods = (ImU16)mods;
8677
0
    routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list
8678
0
    rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx;
8679
0
    return routing_data;
8680
0
}
8681
8682
// Current score encoding (lower is highest priority):
8683
//  -   0: ImGuiInputFlags_RouteGlobalHigh
8684
//  -   1: ImGuiInputFlags_RouteFocused (if item active)
8685
//  -   2: ImGuiInputFlags_RouteGlobal
8686
//  -  3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
8687
//  - 254: ImGuiInputFlags_RouteGlobalLow
8688
//  - 255: never route
8689
// 'flags' should include an explicit routing policy
8690
static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags)
8691
0
{
8692
0
    if (flags & ImGuiInputFlags_RouteFocused)
8693
0
    {
8694
0
        ImGuiContext& g = *GImGui;
8695
0
        ImGuiWindow* focused = g.NavWindow;
8696
8697
        // ActiveID gets top priority
8698
        // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
8699
0
        if (owner_id != 0 && g.ActiveId == owner_id)
8700
0
            return 1;
8701
8702
        // Score based on distance to focused window (lower is better)
8703
        // Assuming both windows are submitting a routing request,
8704
        // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
8705
        // - When Window/ChildB is focused -> Window scores 4,        Window/ChildB scores 3 (best)
8706
        // Assuming only WindowA is submitting a routing request,
8707
        // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
8708
0
        if (focused != NULL && focused->RootWindow == location->RootWindow)
8709
0
            for (int next_score = 3; focused != NULL; next_score++)
8710
0
            {
8711
0
                if (focused == location)
8712
0
                {
8713
0
                    IM_ASSERT(next_score < 255);
8714
0
                    return next_score;
8715
0
                }
8716
0
                focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path
8717
0
            }
8718
0
        return 255;
8719
0
    }
8720
8721
    // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional
8722
0
    if (flags & ImGuiInputFlags_RouteGlobal)
8723
0
        return 2;
8724
0
    if (flags & ImGuiInputFlags_RouteGlobalLow)
8725
0
        return 254;
8726
0
    return 0;
8727
0
}
8728
8729
// Request a desired route for an input chord (key + mods).
8730
// Return true if the route is available this frame.
8731
// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
8732
//   (Conceptually this does a "Submit for next frame" + "Test for current frame".
8733
//   As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
8734
// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
8735
// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut.
8736
bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
8737
0
{
8738
0
    ImGuiContext& g = *GImGui;
8739
0
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
8740
0
        flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
8741
0
    else
8742
0
        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
8743
8744
0
    if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
8745
0
        if (g.NavWindow == NULL)
8746
0
            return false;
8747
0
    if (flags & ImGuiInputFlags_RouteAlways)
8748
0
        return true;
8749
8750
0
    const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags);
8751
0
    if (score == 255)
8752
0
        return false;
8753
8754
    // Submit routing for NEXT frame (assuming score is sufficient)
8755
    // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
8756
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
8757
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8758
    //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
8759
0
    if (score < routing_data->RoutingNextScore)
8760
0
    {
8761
0
        routing_data->RoutingNext = routing_id;
8762
0
        routing_data->RoutingNextScore = (ImU8)score;
8763
0
    }
8764
8765
    // Return routing state for CURRENT frame
8766
0
    return routing_data->RoutingCurr == routing_id;
8767
0
}
8768
8769
// Currently unused by core (but used by tests)
8770
// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.
8771
bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
8772
0
{
8773
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8774
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
8775
0
    return routing_data->RoutingCurr == routing_id;
8776
0
}
8777
8778
// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
8779
// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
8780
bool ImGui::IsKeyDown(ImGuiKey key)
8781
0
{
8782
0
    return IsKeyDown(key, ImGuiKeyOwner_Any);
8783
0
}
8784
8785
bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)
8786
0
{
8787
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8788
0
    if (!key_data->Down)
8789
0
        return false;
8790
0
    if (!TestKeyOwner(key, owner_id))
8791
0
        return false;
8792
0
    return true;
8793
0
}
8794
8795
bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
8796
0
{
8797
0
    return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
8798
0
}
8799
8800
// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
8801
bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
8802
0
{
8803
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8804
0
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8805
0
        return false;
8806
0
    const float t = key_data->DownDuration;
8807
0
    if (t < 0.0f)
8808
0
        return false;
8809
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
8810
8811
0
    bool pressed = (t == 0.0f);
8812
0
    if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0))
8813
0
    {
8814
0
        float repeat_delay, repeat_rate;
8815
0
        GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
8816
0
        pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
8817
0
    }
8818
0
    if (!pressed)
8819
0
        return false;
8820
0
    if (!TestKeyOwner(key, owner_id))
8821
0
        return false;
8822
0
    return true;
8823
0
}
8824
8825
bool ImGui::IsKeyReleased(ImGuiKey key)
8826
0
{
8827
0
    return IsKeyReleased(key, ImGuiKeyOwner_Any);
8828
0
}
8829
8830
bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)
8831
0
{
8832
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8833
0
    if (key_data->DownDurationPrev < 0.0f || key_data->Down)
8834
0
        return false;
8835
0
    if (!TestKeyOwner(key, owner_id))
8836
0
        return false;
8837
0
    return true;
8838
0
}
8839
8840
bool ImGui::IsMouseDown(ImGuiMouseButton button)
8841
0
{
8842
0
    ImGuiContext& g = *GImGui;
8843
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8844
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.
8845
0
}
8846
8847
bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)
8848
0
{
8849
0
    ImGuiContext& g = *GImGui;
8850
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8851
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.
8852
0
}
8853
8854
bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
8855
0
{
8856
0
    return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
8857
0
}
8858
8859
bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags)
8860
0
{
8861
0
    ImGuiContext& g = *GImGui;
8862
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8863
0
    if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8864
0
        return false;
8865
0
    const float t = g.IO.MouseDownDuration[button];
8866
0
    if (t < 0.0f)
8867
0
        return false;
8868
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
8869
8870
0
    const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
8871
0
    const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
8872
0
    if (!pressed)
8873
0
        return false;
8874
8875
0
    if (!TestKeyOwner(MouseButtonToKey(button), owner_id))
8876
0
        return false;
8877
8878
0
    return true;
8879
0
}
8880
8881
bool ImGui::IsMouseReleased(ImGuiMouseButton button)
8882
0
{
8883
0
    ImGuiContext& g = *GImGui;
8884
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8885
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)
8886
0
}
8887
8888
bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
8889
0
{
8890
0
    ImGuiContext& g = *GImGui;
8891
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8892
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
8893
0
}
8894
8895
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
8896
0
{
8897
0
    ImGuiContext& g = *GImGui;
8898
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8899
0
    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);
8900
0
}
8901
8902
int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
8903
0
{
8904
0
    ImGuiContext& g = *GImGui;
8905
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8906
0
    return g.IO.MouseClickedCount[button];
8907
0
}
8908
8909
// Test if mouse cursor is hovering given rectangle
8910
// NB- Rectangle is clipped by our current clip setting
8911
// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
8912
bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
8913
0
{
8914
0
    ImGuiContext& g = *GImGui;
8915
8916
    // Clip
8917
0
    ImRect rect_clipped(r_min, r_max);
8918
0
    if (clip)
8919
0
        rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
8920
8921
    // Expand for touch input
8922
0
    const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
8923
0
    if (!rect_for_touch.Contains(g.IO.MousePos))
8924
0
        return false;
8925
0
    if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped))
8926
0
        return false;
8927
0
    return true;
8928
0
}
8929
8930
// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
8931
// [Internal] This doesn't test if the button is pressed
8932
bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
8933
0
{
8934
0
    ImGuiContext& g = *GImGui;
8935
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8936
0
    if (lock_threshold < 0.0f)
8937
0
        lock_threshold = g.IO.MouseDragThreshold;
8938
0
    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
8939
0
}
8940
8941
bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
8942
0
{
8943
0
    ImGuiContext& g = *GImGui;
8944
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8945
0
    if (!g.IO.MouseDown[button])
8946
0
        return false;
8947
0
    return IsMouseDragPastThreshold(button, lock_threshold);
8948
0
}
8949
8950
ImVec2 ImGui::GetMousePos()
8951
0
{
8952
0
    ImGuiContext& g = *GImGui;
8953
0
    return g.IO.MousePos;
8954
0
}
8955
8956
// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
8957
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
8958
0
{
8959
0
    ImGuiContext& g = *GImGui;
8960
0
    if (g.BeginPopupStack.Size > 0)
8961
0
        return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
8962
0
    return g.IO.MousePos;
8963
0
}
8964
8965
// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
8966
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
8967
0
{
8968
    // The assert is only to silence a false-positive in XCode Static Analysis.
8969
    // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
8970
0
    IM_ASSERT(GImGui != NULL);
8971
0
    const float MOUSE_INVALID = -256000.0f;
8972
0
    ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
8973
0
    return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
8974
0
}
8975
8976
// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
8977
bool ImGui::IsAnyMouseDown()
8978
0
{
8979
0
    ImGuiContext& g = *GImGui;
8980
0
    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
8981
0
        if (g.IO.MouseDown[n])
8982
0
            return true;
8983
0
    return false;
8984
0
}
8985
8986
// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
8987
// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
8988
// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
8989
ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
8990
0
{
8991
0
    ImGuiContext& g = *GImGui;
8992
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8993
0
    if (lock_threshold < 0.0f)
8994
0
        lock_threshold = g.IO.MouseDragThreshold;
8995
0
    if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
8996
0
        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
8997
0
            if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
8998
0
                return g.IO.MousePos - g.IO.MouseClickedPos[button];
8999
0
    return ImVec2(0.0f, 0.0f);
9000
0
}
9001
9002
void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
9003
0
{
9004
0
    ImGuiContext& g = *GImGui;
9005
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9006
    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
9007
0
    g.IO.MouseClickedPos[button] = g.IO.MousePos;
9008
0
}
9009
9010
// Get desired mouse cursor shape.
9011
// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),
9012
// updated during the frame, and locked in EndFrame()/Render().
9013
// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you
9014
ImGuiMouseCursor ImGui::GetMouseCursor()
9015
0
{
9016
0
    ImGuiContext& g = *GImGui;
9017
0
    return g.MouseCursor;
9018
0
}
9019
9020
void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
9021
0
{
9022
0
    ImGuiContext& g = *GImGui;
9023
0
    g.MouseCursor = cursor_type;
9024
0
}
9025
9026
static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
9027
0
{
9028
0
    IM_ASSERT(ImGui::IsAliasKey(key));
9029
0
    ImGuiKeyData* key_data = ImGui::GetKeyData(key);
9030
0
    key_data->Down = v;
9031
0
    key_data->AnalogValue = analog_value;
9032
0
}
9033
9034
// [Internal] Do not use directly
9035
static ImGuiKeyChord GetMergedModsFromKeys()
9036
0
{
9037
0
    ImGuiKeyChord mods = 0;
9038
0
    if (ImGui::IsKeyDown(ImGuiMod_Ctrl))     { mods |= ImGuiMod_Ctrl; }
9039
0
    if (ImGui::IsKeyDown(ImGuiMod_Shift))    { mods |= ImGuiMod_Shift; }
9040
0
    if (ImGui::IsKeyDown(ImGuiMod_Alt))      { mods |= ImGuiMod_Alt; }
9041
0
    if (ImGui::IsKeyDown(ImGuiMod_Super))    { mods |= ImGuiMod_Super; }
9042
0
    return mods;
9043
0
}
9044
9045
static void ImGui::UpdateKeyboardInputs()
9046
0
{
9047
0
    ImGuiContext& g = *GImGui;
9048
0
    ImGuiIO& io = g.IO;
9049
9050
    // Import legacy keys or verify they are not used
9051
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9052
    if (io.BackendUsingLegacyKeyArrays == 0)
9053
    {
9054
        // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
9055
        for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
9056
            IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
9057
    }
9058
    else
9059
    {
9060
        if (g.FrameCount == 0)
9061
            for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
9062
                IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
9063
9064
        // Build reverse KeyMap (Named -> Legacy)
9065
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
9066
            if (io.KeyMap[n] != -1)
9067
            {
9068
                IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
9069
                io.KeyMap[io.KeyMap[n]] = n;
9070
            }
9071
9072
        // Import legacy keys into new ones
9073
        for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
9074
            if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
9075
            {
9076
                const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
9077
                IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
9078
                io.KeysData[key].Down = io.KeysDown[n];
9079
                if (key != n)
9080
                    io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
9081
                io.BackendUsingLegacyKeyArrays = 1;
9082
            }
9083
        if (io.BackendUsingLegacyKeyArrays == 1)
9084
        {
9085
            GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
9086
            GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
9087
            GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
9088
            GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
9089
        }
9090
    }
9091
9092
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9093
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
9094
    if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
9095
    {
9096
        #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1)           do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
9097
        #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2)    do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
9098
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
9099
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
9100
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
9101
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
9102
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
9103
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
9104
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
9105
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
9106
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
9107
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
9108
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
9109
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
9110
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
9111
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
9112
        #undef NAV_MAP_KEY
9113
    }
9114
#endif
9115
#endif
9116
9117
    // Update aliases
9118
0
    for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
9119
0
        UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
9120
0
    UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
9121
0
    UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
9122
9123
    // Synchronize io.KeyMods and io.KeyXXX values.
9124
    // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) ->                                      -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9125
    // - Legacy backends:      set io.KeyXXX bools               -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9126
    // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
9127
0
    io.KeyMods = GetMergedModsFromKeys();
9128
0
    io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
9129
0
    io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
9130
0
    io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
9131
0
    io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
9132
9133
    // Clear gamepad data if disabled
9134
0
    if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
9135
0
        for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
9136
0
        {
9137
0
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;
9138
0
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;
9139
0
        }
9140
9141
    // Update keys
9142
0
    for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
9143
0
    {
9144
0
        ImGuiKeyData* key_data = &io.KeysData[i];
9145
0
        key_data->DownDurationPrev = key_data->DownDuration;
9146
0
        key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
9147
0
    }
9148
9149
    // Update keys/input owner (named keys only): one entry per key
9150
0
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
9151
0
    {
9152
0
        ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
9153
0
        ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
9154
0
        owner_data->OwnerCurr = owner_data->OwnerNext;
9155
0
        if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
9156
0
            owner_data->OwnerNext = ImGuiKeyOwner_None;
9157
0
        owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down;  // Clear LockUntilRelease when key is not Down anymore
9158
0
    }
9159
9160
0
    UpdateKeyRoutingTable(&g.KeysRoutingTable);
9161
0
}
9162
9163
static void ImGui::UpdateMouseInputs()
9164
0
{
9165
0
    ImGuiContext& g = *GImGui;
9166
0
    ImGuiIO& io = g.IO;
9167
9168
    // Mouse Wheel swapping flag
9169
    // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
9170
    // - We avoid doing it on OSX as it the OS input layer handles this already.
9171
    // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature.
9172
    // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source.
9173
0
    io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors;
9174
9175
    // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
9176
0
    if (IsMousePosValid(&io.MousePos))
9177
0
        io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos);
9178
9179
    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
9180
0
    if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
9181
0
        io.MouseDelta = io.MousePos - io.MousePosPrev;
9182
0
    else
9183
0
        io.MouseDelta = ImVec2(0.0f, 0.0f);
9184
9185
    // Update stationary timer. Only reset on 2 successive moving frames.
9186
    // FIXME: May need to expose threshold or treat touch inputs differently.
9187
0
    const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework.
9188
0
    g.MouseMovingFrames = (ImLengthSqr(io.MouseDelta) >= mouse_stationary_threshold * mouse_stationary_threshold) ? (g.MouseMovingFrames + 1) : 0;
9189
0
    if (g.MouseMovingFrames == 0)
9190
0
        g.MouseStationaryTimer += io.DeltaTime;
9191
0
    else if (g.MouseMovingFrames > 1)
9192
0
        g.MouseStationaryTimer = 0.0f;
9193
9194
    // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
9195
0
    if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
9196
0
        g.NavDisableMouseHover = false;
9197
9198
0
    io.MousePosPrev = io.MousePos;
9199
0
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
9200
0
    {
9201
0
        io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
9202
0
        io.MouseClickedCount[i] = 0; // Will be filled below
9203
0
        io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
9204
0
        io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
9205
0
        io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
9206
0
        if (io.MouseClicked[i])
9207
0
        {
9208
0
            bool is_repeated_click = false;
9209
0
            if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)
9210
0
            {
9211
0
                ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9212
0
                if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)
9213
0
                    is_repeated_click = true;
9214
0
            }
9215
0
            if (is_repeated_click)
9216
0
                io.MouseClickedLastCount[i]++;
9217
0
            else
9218
0
                io.MouseClickedLastCount[i] = 1;
9219
0
            io.MouseClickedTime[i] = g.Time;
9220
0
            io.MouseClickedPos[i] = io.MousePos;
9221
0
            io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
9222
0
            io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
9223
0
            io.MouseDragMaxDistanceSqr[i] = 0.0f;
9224
0
        }
9225
0
        else if (io.MouseDown[i])
9226
0
        {
9227
            // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
9228
0
            ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9229
0
            io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
9230
0
            io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
9231
0
            io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
9232
0
        }
9233
9234
        // We provide io.MouseDoubleClicked[] as a legacy service
9235
0
        io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
9236
9237
        // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
9238
0
        if (io.MouseClicked[i])
9239
0
            g.NavDisableMouseHover = false;
9240
0
    }
9241
0
}
9242
9243
static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
9244
0
{
9245
0
    ImGuiContext& g = *GImGui;
9246
0
    if (window)
9247
0
        g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);
9248
0
    else
9249
0
        g.WheelingWindowReleaseTimer = 0.0f;
9250
0
    if (g.WheelingWindow == window)
9251
0
        return;
9252
0
    IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
9253
0
    g.WheelingWindow = window;
9254
0
    g.WheelingWindowRefMousePos = g.IO.MousePos;
9255
0
    if (window == NULL)
9256
0
    {
9257
0
        g.WheelingWindowStartFrame = -1;
9258
0
        g.WheelingAxisAvg = ImVec2(0.0f, 0.0f);
9259
0
    }
9260
0
}
9261
9262
static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel)
9263
0
{
9264
    // For each axis, find window in the hierarchy that may want to use scrolling
9265
0
    ImGuiContext& g = *GImGui;
9266
0
    ImGuiWindow* windows[2] = { NULL, NULL };
9267
0
    for (int axis = 0; axis < 2; axis++)
9268
0
        if (wheel[axis] != 0.0f)
9269
0
            for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow)
9270
0
            {
9271
                // Bubble up into parent window if:
9272
                // - a child window doesn't allow any scrolling.
9273
                // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
9274
                //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP)
9275
0
                const bool has_scrolling = (window->ScrollMax[axis] != 0.0f);
9276
0
                const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
9277
                //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]);
9278
0
                if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits)
9279
0
                    break; // select this window
9280
0
            }
9281
0
    if (windows[0] == NULL && windows[1] == NULL)
9282
0
        return NULL;
9283
9284
    // If there's only one window or only one axis then there's no ambiguity
9285
0
    if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL)
9286
0
        return windows[1] ? windows[1] : windows[0];
9287
9288
    // If candidate are different windows we need to decide which one to prioritize
9289
    // - First frame: only find a winner if one axis is zero.
9290
    // - Subsequent frames: only find a winner when one is more than the other.
9291
0
    if (g.WheelingWindowStartFrame == -1)
9292
0
        g.WheelingWindowStartFrame = g.FrameCount;
9293
0
    if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y))
9294
0
    {
9295
0
        g.WheelingWindowWheelRemainder = wheel;
9296
0
        return NULL;
9297
0
    }
9298
0
    return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1];
9299
0
}
9300
9301
// Called by NewFrame()
9302
void ImGui::UpdateMouseWheel()
9303
0
{
9304
    // Reset the locked window if we move the mouse or after the timer elapses.
9305
    // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795)
9306
0
    ImGuiContext& g = *GImGui;
9307
0
    if (g.WheelingWindow != NULL)
9308
0
    {
9309
0
        g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
9310
0
        if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
9311
0
            g.WheelingWindowReleaseTimer = 0.0f;
9312
0
        if (g.WheelingWindowReleaseTimer <= 0.0f)
9313
0
            LockWheelingWindow(NULL, 0.0f);
9314
0
    }
9315
9316
0
    ImVec2 wheel;
9317
0
    wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f;
9318
0
    wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f;
9319
9320
    //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
9321
0
    ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
9322
0
    if (!mouse_window || mouse_window->Collapsed)
9323
0
        return;
9324
9325
    // Zoom / Scale window
9326
    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
9327
0
    if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
9328
0
    {
9329
0
        LockWheelingWindow(mouse_window, wheel.y);
9330
0
        ImGuiWindow* window = mouse_window;
9331
0
        const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
9332
0
        const float scale = new_font_scale / window->FontWindowScale;
9333
0
        window->FontWindowScale = new_font_scale;
9334
0
        if (window == window->RootWindow)
9335
0
        {
9336
0
            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
9337
0
            SetWindowPos(window, window->Pos + offset, 0);
9338
0
            window->Size = ImFloor(window->Size * scale);
9339
0
            window->SizeFull = ImFloor(window->SizeFull * scale);
9340
0
        }
9341
0
        return;
9342
0
    }
9343
0
    if (g.IO.KeyCtrl)
9344
0
        return;
9345
9346
    // Mouse wheel scrolling
9347
    // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs()
9348
0
    if (g.IO.MouseWheelRequestAxisSwap)
9349
0
        wheel = ImVec2(wheel.y, 0.0f);
9350
9351
    // Maintain a rough average of moving magnitude on both axises
9352
    // FIXME: should by based on wall clock time rather than frame-counter
9353
0
    g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
9354
0
    g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
9355
9356
    // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now.
9357
0
    wheel += g.WheelingWindowWheelRemainder;
9358
0
    g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f);
9359
0
    if (wheel.x == 0.0f && wheel.y == 0.0f)
9360
0
        return;
9361
9362
    // Mouse wheel scrolling: find target and apply
9363
    // - don't renew lock if axis doesn't apply on the window.
9364
    // - select a main axis when both axises are being moved.
9365
0
    if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
9366
0
        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
9367
0
        {
9368
0
            bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f };
9369
0
            if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y])
9370
0
                do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false;
9371
0
            if (do_scroll[ImGuiAxis_X])
9372
0
            {
9373
0
                LockWheelingWindow(window, wheel.x);
9374
0
                float max_step = window->InnerRect.GetWidth() * 0.67f;
9375
0
                float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));
9376
0
                SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
9377
0
            }
9378
0
            if (do_scroll[ImGuiAxis_Y])
9379
0
            {
9380
0
                LockWheelingWindow(window, wheel.y);
9381
0
                float max_step = window->InnerRect.GetHeight() * 0.67f;
9382
0
                float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));
9383
0
                SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
9384
0
            }
9385
0
        }
9386
0
}
9387
9388
void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)
9389
0
{
9390
0
    ImGuiContext& g = *GImGui;
9391
0
    g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0;
9392
0
}
9393
9394
void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)
9395
0
{
9396
0
    ImGuiContext& g = *GImGui;
9397
0
    g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0;
9398
0
}
9399
9400
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9401
static const char* GetInputSourceName(ImGuiInputSource source)
9402
0
{
9403
0
    const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Clipboard" };
9404
0
    IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
9405
0
    return input_source_names[source];
9406
0
}
9407
static const char* GetMouseSourceName(ImGuiMouseSource source)
9408
0
{
9409
0
    const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" };
9410
0
    IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT);
9411
0
    return mouse_source_names[source];
9412
0
}
9413
static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
9414
0
{
9415
0
    ImGuiContext& g = *GImGui;
9416
0
    if (e->Type == ImGuiInputEventType_MousePos)    { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
9417
0
    if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
9418
0
    if (e->Type == ImGuiInputEventType_MouseWheel)  { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
9419
0
    if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; }
9420
0
    if (e->Type == ImGuiInputEventType_Key)         { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
9421
0
    if (e->Type == ImGuiInputEventType_Text)        { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
9422
0
    if (e->Type == ImGuiInputEventType_Focus)       { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
9423
0
}
9424
#endif
9425
9426
// Process input queue
9427
// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
9428
// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
9429
// - trickle_fast_inputs = true  : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
9430
void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
9431
0
{
9432
0
    ImGuiContext& g = *GImGui;
9433
0
    ImGuiIO& io = g.IO;
9434
9435
    // Only trickle chars<>key when working with InputText()
9436
    // FIXME: InputText() could parse event trail?
9437
    // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
9438
0
    const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
9439
9440
0
    bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
9441
0
    int  mouse_button_changed = 0x00;
9442
0
    ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
9443
9444
0
    int event_n = 0;
9445
0
    for (; event_n < g.InputEventsQueue.Size; event_n++)
9446
0
    {
9447
0
        ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
9448
0
        if (e->Type == ImGuiInputEventType_MousePos)
9449
0
        {
9450
            // Trickling Rule: Stop processing queued events if we already handled a mouse button change
9451
0
            ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
9452
0
            if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
9453
0
                break;
9454
0
            io.MousePos = event_pos;
9455
0
            io.MouseSource = e->MousePos.MouseSource;
9456
0
            mouse_moved = true;
9457
0
        }
9458
0
        else if (e->Type == ImGuiInputEventType_MouseButton)
9459
0
        {
9460
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9461
0
            const ImGuiMouseButton button = e->MouseButton.Button;
9462
0
            IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
9463
0
            if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
9464
0
                break;
9465
0
            if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover.
9466
0
                break;
9467
0
            io.MouseDown[button] = e->MouseButton.Down;
9468
0
            io.MouseSource = e->MouseButton.MouseSource;
9469
0
            mouse_button_changed |= (1 << button);
9470
0
        }
9471
0
        else if (e->Type == ImGuiInputEventType_MouseWheel)
9472
0
        {
9473
            // Trickling Rule: Stop processing queued events if we got multiple action on the event
9474
0
            if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
9475
0
                break;
9476
0
            io.MouseWheelH += e->MouseWheel.WheelX;
9477
0
            io.MouseWheel += e->MouseWheel.WheelY;
9478
0
            io.MouseSource = e->MouseWheel.MouseSource;
9479
0
            mouse_wheeled = true;
9480
0
        }
9481
0
        else if (e->Type == ImGuiInputEventType_MouseViewport)
9482
0
        {
9483
0
            io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID;
9484
0
        }
9485
0
        else if (e->Type == ImGuiInputEventType_Key)
9486
0
        {
9487
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9488
0
            ImGuiKey key = e->Key.Key;
9489
0
            IM_ASSERT(key != ImGuiKey_None);
9490
0
            ImGuiKeyData* key_data = GetKeyData(key);
9491
0
            const int key_data_index = (int)(key_data - g.IO.KeysData);
9492
0
            if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))
9493
0
                break;
9494
0
            key_data->Down = e->Key.Down;
9495
0
            key_data->AnalogValue = e->Key.AnalogValue;
9496
0
            key_changed = true;
9497
0
            key_changed_mask.SetBit(key_data_index);
9498
9499
            // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
9500
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9501
            io.KeysDown[key_data_index] = key_data->Down;
9502
            if (io.KeyMap[key_data_index] != -1)
9503
                io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
9504
#endif
9505
0
        }
9506
0
        else if (e->Type == ImGuiInputEventType_Text)
9507
0
        {
9508
            // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
9509
0
            if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
9510
0
                break;
9511
0
            unsigned int c = e->Text.Char;
9512
0
            io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
9513
0
            if (trickle_interleaved_keys_and_text)
9514
0
                text_inputted = true;
9515
0
        }
9516
0
        else if (e->Type == ImGuiInputEventType_Focus)
9517
0
        {
9518
            // We intentionally overwrite this and process in NewFrame(), in order to give a chance
9519
            // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
9520
0
            const bool focus_lost = !e->AppFocused.Focused;
9521
0
            io.AppFocusLost = focus_lost;
9522
0
        }
9523
0
        else
9524
0
        {
9525
0
            IM_ASSERT(0 && "Unknown event!");
9526
0
        }
9527
0
    }
9528
9529
    // Record trail (for domain-specific applications wanting to access a precise trail)
9530
    //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n);
9531
0
    for (int n = 0; n < event_n; n++)
9532
0
        g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
9533
9534
    // [DEBUG]
9535
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9536
0
    if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))
9537
0
        for (int n = 0; n < g.InputEventsQueue.Size; n++)
9538
0
            DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);
9539
0
#endif
9540
9541
    // Remaining events will be processed on the next frame
9542
0
    if (event_n == g.InputEventsQueue.Size)
9543
0
        g.InputEventsQueue.resize(0);
9544
0
    else
9545
0
        g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);
9546
9547
    // Clear buttons state when focus is lost
9548
    // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle.
9549
    // - we clear in EndFrame() and not now in order allow application/user code polling this flag
9550
    //   (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event).
9551
0
    if (g.IO.AppFocusLost)
9552
0
        g.IO.ClearInputKeys();
9553
0
}
9554
9555
ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
9556
0
{
9557
0
    if (!IsNamedKeyOrModKey(key))
9558
0
        return ImGuiKeyOwner_None;
9559
9560
0
    ImGuiContext& g = *GImGui;
9561
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9562
0
    ImGuiID owner_id = owner_data->OwnerCurr;
9563
9564
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9565
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9566
0
            return ImGuiKeyOwner_None;
9567
9568
0
    return owner_id;
9569
0
}
9570
9571
// TestKeyOwner(..., ID)   : (owner == None || owner == ID)
9572
// TestKeyOwner(..., None) : (owner == None)
9573
// TestKeyOwner(..., Any)  : no owner test
9574
// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.
9575
bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
9576
0
{
9577
0
    if (!IsNamedKeyOrModKey(key))
9578
0
        return true;
9579
9580
0
    ImGuiContext& g = *GImGui;
9581
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9582
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9583
0
            return false;
9584
9585
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9586
0
    if (owner_id == ImGuiKeyOwner_Any)
9587
0
        return (owner_data->LockThisFrame == false);
9588
9589
    // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
9590
    // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
9591
    // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.
9592
0
    if (owner_data->OwnerCurr != owner_id)
9593
0
    {
9594
0
        if (owner_data->LockThisFrame)
9595
0
            return false;
9596
0
        if (owner_data->OwnerCurr != ImGuiKeyOwner_None)
9597
0
            return false;
9598
0
    }
9599
9600
0
    return true;
9601
0
}
9602
9603
// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.
9604
// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.
9605
// - SetKeyOwner(..., None)              : clears owner
9606
// - SetKeyOwner(..., Any, !Lock)        : illegal (assert)
9607
// - SetKeyOwner(..., Any or None, Lock) : set lock
9608
void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
9609
0
{
9610
0
    IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
9611
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!
9612
9613
0
    ImGuiContext& g = *GImGui;
9614
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9615
0
    owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;
9616
9617
    // We cannot lock by default as it would likely break lots of legacy code.
9618
    // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)
9619
0
    owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;
9620
0
    owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
9621
0
}
9622
9623
// Rarely used helper
9624
void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9625
0
{
9626
0
    if (key_chord & ImGuiMod_Ctrl)      { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); }
9627
0
    if (key_chord & ImGuiMod_Shift)     { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); }
9628
0
    if (key_chord & ImGuiMod_Alt)       { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); }
9629
0
    if (key_chord & ImGuiMod_Super)     { SetKeyOwner(ImGuiMod_Super, owner_id, flags); }
9630
0
    if (key_chord & ImGuiMod_Shortcut)  { SetKeyOwner(ImGuiMod_Shortcut, owner_id, flags); }
9631
0
    if (key_chord & ~ImGuiMod_Mask_)    { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); }
9632
0
}
9633
9634
// This is more or less equivalent to:
9635
//   if (IsItemHovered() || IsItemActive())
9636
//       SetKeyOwner(key, GetItemID());
9637
// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
9638
// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
9639
// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
9640
void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
9641
0
{
9642
0
    ImGuiContext& g = *GImGui;
9643
0
    ImGuiID id = g.LastItemData.ID;
9644
0
    if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
9645
0
        return;
9646
0
    if ((flags & ImGuiInputFlags_CondMask_) == 0)
9647
0
        flags |= ImGuiInputFlags_CondDefault_;
9648
0
    if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
9649
0
    {
9650
0
        IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
9651
0
        SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
9652
0
    }
9653
0
}
9654
9655
bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9656
0
{
9657
0
    ImGuiContext& g = *GImGui;
9658
9659
    // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
9660
0
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
9661
0
        flags |= ImGuiInputFlags_RouteFocused;
9662
0
    if (!SetShortcutRouting(key_chord, owner_id, flags))
9663
0
        return false;
9664
9665
0
    if (key_chord & ImGuiMod_Shortcut)
9666
0
        key_chord = ConvertShortcutMod(key_chord);
9667
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
9668
0
    if (g.IO.KeyMods != mods)
9669
0
        return false;
9670
9671
    // Special storage location for mods
9672
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
9673
0
    if (key == ImGuiKey_None)
9674
0
        key = ConvertSingleModFlagToKey(&g, mods);
9675
9676
0
    if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateMask_))))
9677
0
        return false;
9678
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
9679
9680
0
    return true;
9681
0
}
9682
9683
9684
//-----------------------------------------------------------------------------
9685
// [SECTION] ERROR CHECKING
9686
//-----------------------------------------------------------------------------
9687
9688
// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
9689
// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
9690
// If this triggers you have an issue:
9691
// - Most commonly: mismatched headers and compiled code version.
9692
// - Or: mismatched configuration #define, compilation settings, packing pragma etc.
9693
//   The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui,
9694
//   which is way it is required you put them in your imconfig file (and not just before including imgui.h).
9695
//   Otherwise it is possible that different compilation units would see different structure layout
9696
bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
9697
0
{
9698
0
    bool error = false;
9699
0
    if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
9700
0
    if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
9701
0
    if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
9702
0
    if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
9703
0
    if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
9704
0
    if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
9705
0
    if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
9706
0
    return !error;
9707
0
}
9708
9709
// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell)
9710
// This is causing issues and ambiguity and we need to retire that.
9711
// See https://github.com/ocornut/imgui/issues/5548 for more details.
9712
// [Scenario 1]
9713
//  Previously this would make the window content size ~200x200:
9714
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();  // NOT OK
9715
//  Instead, please submit an item:
9716
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK
9717
//  Alternative:
9718
//    Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK
9719
// [Scenario 2]
9720
//  For reference this is one of the issue what we aim to fix with this change:
9721
//    BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup()
9722
//  The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller!
9723
//  While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue.
9724
void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
9725
0
{
9726
0
    ImGuiContext& g = *GImGui;
9727
0
    ImGuiWindow* window = g.CurrentWindow;
9728
0
    IM_ASSERT(window->DC.IsSetPos);
9729
0
    window->DC.IsSetPos = false;
9730
0
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
9731
0
    if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)
9732
0
        return;
9733
0
    if (window->SkipItems)
9734
0
        return;
9735
0
    IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");
9736
#else
9737
    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
9738
#endif
9739
0
}
9740
9741
static void ImGui::ErrorCheckNewFrameSanityChecks()
9742
0
{
9743
0
    ImGuiContext& g = *GImGui;
9744
9745
    // Check user IM_ASSERT macro
9746
    // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!
9747
    //  If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
9748
    //  This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
9749
    // #define IM_ASSERT(EXPR)   if (SomeCode(EXPR)) SomeMoreCode();                    // Wrong!
9750
    // #define IM_ASSERT(EXPR)   do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0)   // Correct!
9751
0
    if (true) IM_ASSERT(1); else IM_ASSERT(0);
9752
9753
    // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644)
9754
    // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it.
9755
#ifdef __EMSCRIPTEN__
9756
    if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0)
9757
        g.IO.DeltaTime = 0.00001f;
9758
#endif
9759
9760
    // Check user data
9761
    // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
9762
0
    IM_ASSERT(g.Initialized);
9763
0
    IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && "Need a positive DeltaTime!");
9764
0
    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
9765
0
    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value!");
9766
0
    IM_ASSERT(g.IO.Fonts->IsBuilt()                                     && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
9767
0
    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");
9768
0
    IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f                 && "Invalid style setting!");
9769
0
    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
9770
0
    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
9771
0
    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
9772
0
    IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
9773
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9774
    for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
9775
        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
9776
9777
    // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
9778
    if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
9779
        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
9780
#endif
9781
9782
    // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
9783
0
    if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
9784
0
        g.IO.ConfigWindowsResizeFromEdges = false;
9785
9786
    // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data.
9787
0
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0)
9788
0
        IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
9789
0
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0)
9790
0
        IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
9791
9792
    // Perform simple checks: multi-viewport and platform windows support
9793
0
    if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
9794
0
    {
9795
0
        if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
9796
0
        {
9797
0
            IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
9798
0
            IM_ASSERT(g.PlatformIO.Platform_CreateWindow  != NULL && "Platform init didn't install handlers?");
9799
0
            IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
9800
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowPos  != NULL && "Platform init didn't install handlers?");
9801
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowPos  != NULL && "Platform init didn't install handlers?");
9802
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
9803
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
9804
0
            IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?");
9805
0
            IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
9806
0
            if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
9807
0
                IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!");
9808
0
        }
9809
0
        else
9810
0
        {
9811
            // Disable feature, our backends do not support it
9812
0
            g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable;
9813
0
        }
9814
9815
        // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs
9816
0
        for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
9817
0
        {
9818
0
            ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[monitor_n];
9819
0
            IM_UNUSED(mon);
9820
0
            IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly.");
9821
0
            IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them.");
9822
0
            IM_ASSERT(mon.DpiScale != 0.0f);
9823
0
        }
9824
0
    }
9825
0
}
9826
9827
static void ImGui::ErrorCheckEndFrameSanityChecks()
9828
0
{
9829
0
    ImGuiContext& g = *GImGui;
9830
9831
    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
9832
    // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().
9833
    // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will
9834
    // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
9835
    // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
9836
    // while still correctly asserting on mid-frame key press events.
9837
0
    const ImGuiKeyChord key_mods = GetMergedModsFromKeys();
9838
0
    IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
9839
0
    IM_UNUSED(key_mods);
9840
9841
    // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().
9842
    //ErrorCheckEndFrameRecover();
9843
9844
    // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
9845
    // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
9846
0
    if (g.CurrentWindowStack.Size != 1)
9847
0
    {
9848
0
        if (g.CurrentWindowStack.Size > 1)
9849
0
        {
9850
0
            ImGuiWindow* window = g.CurrentWindowStack.back().Window; // <-- This window was not Ended!
9851
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
9852
0
            IM_UNUSED(window);
9853
0
            while (g.CurrentWindowStack.Size > 1)
9854
0
                End();
9855
0
        }
9856
0
        else
9857
0
        {
9858
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
9859
0
        }
9860
0
    }
9861
9862
0
    IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");
9863
0
}
9864
9865
// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
9866
// Must be called during or before EndFrame().
9867
// This is generally flawed as we are not necessarily End/Popping things in the right order.
9868
// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
9869
// FIXME: Can't recover from interleaved BeginTabBar/Begin
9870
void    ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)
9871
0
{
9872
    // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
9873
0
    ImGuiContext& g = *GImGui;
9874
0
    while (g.CurrentWindowStack.Size > 0) //-V1044
9875
0
    {
9876
0
        ErrorCheckEndWindowRecover(log_callback, user_data);
9877
0
        ImGuiWindow* window = g.CurrentWindow;
9878
0
        if (g.CurrentWindowStack.Size == 1)
9879
0
        {
9880
0
            IM_ASSERT(window->IsFallbackWindow);
9881
0
            break;
9882
0
        }
9883
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
9884
0
        {
9885
0
            if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
9886
0
            EndChild();
9887
0
        }
9888
0
        else
9889
0
        {
9890
0
            if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);
9891
0
            End();
9892
0
        }
9893
0
    }
9894
0
}
9895
9896
// Must be called before End()/EndChild()
9897
void    ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)
9898
0
{
9899
0
    ImGuiContext& g = *GImGui;
9900
0
    while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
9901
0
    {
9902
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
9903
0
        EndTable();
9904
0
    }
9905
9906
0
    ImGuiWindow* window = g.CurrentWindow;
9907
0
    ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;
9908
0
    IM_ASSERT(window != NULL);
9909
0
    while (g.CurrentTabBar != NULL) //-V1044
9910
0
    {
9911
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
9912
0
        EndTabBar();
9913
0
    }
9914
0
    while (window->DC.TreeDepth > 0)
9915
0
    {
9916
0
        if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
9917
0
        TreePop();
9918
0
    }
9919
0
    while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044
9920
0
    {
9921
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
9922
0
        EndGroup();
9923
0
    }
9924
0
    while (window->IDStack.Size > 1)
9925
0
    {
9926
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
9927
0
        PopID();
9928
0
    }
9929
0
    while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044
9930
0
    {
9931
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name);
9932
0
        EndDisabled();
9933
0
    }
9934
0
    while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)
9935
0
    {
9936
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
9937
0
        PopStyleColor();
9938
0
    }
9939
0
    while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044
9940
0
    {
9941
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name);
9942
0
        PopItemFlag();
9943
0
    }
9944
0
    while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044
9945
0
    {
9946
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
9947
0
        PopStyleVar();
9948
0
    }
9949
0
    while (g.FontStack.Size > stack_sizes->SizeOfFontStack) //-V1044
9950
0
    {
9951
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFont() in '%s'", window->Name);
9952
0
        PopFont();
9953
0
    }
9954
0
    while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044
9955
0
    {
9956
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
9957
0
        PopFocusScope();
9958
0
    }
9959
0
}
9960
9961
// Save current stack sizes for later compare
9962
void ImGuiStackSizes::SetToContextState(ImGuiContext* ctx)
9963
0
{
9964
0
    ImGuiContext& g = *ctx;
9965
0
    ImGuiWindow* window = g.CurrentWindow;
9966
0
    SizeOfIDStack = (short)window->IDStack.Size;
9967
0
    SizeOfColorStack = (short)g.ColorStack.Size;
9968
0
    SizeOfStyleVarStack = (short)g.StyleVarStack.Size;
9969
0
    SizeOfFontStack = (short)g.FontStack.Size;
9970
0
    SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;
9971
0
    SizeOfGroupStack = (short)g.GroupStack.Size;
9972
0
    SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;
9973
0
    SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;
9974
0
    SizeOfDisabledStack = (short)g.DisabledStackSize;
9975
0
}
9976
9977
// Compare to detect usage errors
9978
void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx)
9979
0
{
9980
0
    ImGuiContext& g = *ctx;
9981
0
    ImGuiWindow* window = g.CurrentWindow;
9982
0
    IM_UNUSED(window);
9983
9984
    // Window stacks
9985
    // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
9986
0
    IM_ASSERT(SizeOfIDStack         == window->IDStack.Size     && "PushID/PopID or TreeNode/TreePop Mismatch!");
9987
9988
    // Global stacks
9989
    // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
9990
0
    IM_ASSERT(SizeOfGroupStack      == g.GroupStack.Size        && "BeginGroup/EndGroup Mismatch!");
9991
0
    IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size   && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");
9992
0
    IM_ASSERT(SizeOfDisabledStack   == g.DisabledStackSize      && "BeginDisabled/EndDisabled Mismatch!");
9993
0
    IM_ASSERT(SizeOfItemFlagsStack  >= g.ItemFlagsStack.Size    && "PushItemFlag/PopItemFlag Mismatch!");
9994
0
    IM_ASSERT(SizeOfColorStack      >= g.ColorStack.Size        && "PushStyleColor/PopStyleColor Mismatch!");
9995
0
    IM_ASSERT(SizeOfStyleVarStack   >= g.StyleVarStack.Size     && "PushStyleVar/PopStyleVar Mismatch!");
9996
0
    IM_ASSERT(SizeOfFontStack       >= g.FontStack.Size         && "PushFont/PopFont Mismatch!");
9997
0
    IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size   && "PushFocusScope/PopFocusScope Mismatch!");
9998
0
}
9999
10000
10001
//-----------------------------------------------------------------------------
10002
// [SECTION] LAYOUT
10003
//-----------------------------------------------------------------------------
10004
// - ItemSize()
10005
// - ItemAdd()
10006
// - SameLine()
10007
// - GetCursorScreenPos()
10008
// - SetCursorScreenPos()
10009
// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
10010
// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
10011
// - GetCursorStartPos()
10012
// - Indent()
10013
// - Unindent()
10014
// - SetNextItemWidth()
10015
// - PushItemWidth()
10016
// - PushMultiItemsWidths()
10017
// - PopItemWidth()
10018
// - CalcItemWidth()
10019
// - CalcItemSize()
10020
// - GetTextLineHeight()
10021
// - GetTextLineHeightWithSpacing()
10022
// - GetFrameHeight()
10023
// - GetFrameHeightWithSpacing()
10024
// - GetContentRegionMax()
10025
// - GetContentRegionMaxAbs() [Internal]
10026
// - GetContentRegionAvail(),
10027
// - GetWindowContentRegionMin(), GetWindowContentRegionMax()
10028
// - BeginGroup()
10029
// - EndGroup()
10030
// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.
10031
//-----------------------------------------------------------------------------
10032
10033
// Advance cursor given item size for layout.
10034
// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
10035
// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
10036
void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
10037
0
{
10038
0
    ImGuiContext& g = *GImGui;
10039
0
    ImGuiWindow* window = g.CurrentWindow;
10040
0
    if (window->SkipItems)
10041
0
        return;
10042
10043
    // We increase the height in this function to accommodate for baseline offset.
10044
    // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
10045
    // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
10046
0
    const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
10047
10048
0
    const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;
10049
0
    const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);
10050
10051
    // Always align ourselves on pixel boundaries
10052
    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
10053
0
    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
10054
0
    window->DC.CursorPosPrevLine.y = line_y1;
10055
0
    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);    // Next line
10056
0
    window->DC.CursorPos.y = IM_FLOOR(line_y1 + line_height + g.Style.ItemSpacing.y);                       // Next line
10057
0
    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
10058
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
10059
    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
10060
10061
0
    window->DC.PrevLineSize.y = line_height;
10062
0
    window->DC.CurrLineSize.y = 0.0f;
10063
0
    window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
10064
0
    window->DC.CurrLineTextBaseOffset = 0.0f;
10065
0
    window->DC.IsSameLine = window->DC.IsSetPos = false;
10066
10067
    // Horizontal layout mode
10068
0
    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
10069
0
        SameLine();
10070
0
}
10071
10072
// Declare item bounding box for clipping and interaction.
10073
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
10074
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
10075
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
10076
0
{
10077
0
    ImGuiContext& g = *GImGui;
10078
0
    ImGuiWindow* window = g.CurrentWindow;
10079
10080
    // Set item data
10081
    // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)
10082
0
    g.LastItemData.ID = id;
10083
0
    g.LastItemData.Rect = bb;
10084
0
    g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;
10085
0
    g.LastItemData.InFlags = g.CurrentItemFlags | extra_flags;
10086
0
    g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
10087
10088
    // Directional navigation processing
10089
0
    if (id != 0)
10090
0
    {
10091
0
        KeepAliveID(id);
10092
10093
        // Runs prior to clipping early-out
10094
        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
10095
        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
10096
        //      unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
10097
        //      thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
10098
        //      We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
10099
        //      to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
10100
        // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
10101
        // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
10102
0
        if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))
10103
0
        {
10104
0
            window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
10105
0
            if (g.NavId == id || g.NavAnyRequest)
10106
0
                if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
10107
0
                    if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
10108
0
                        NavProcessItem();
10109
0
        }
10110
10111
        // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
10112
        // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
10113
        // READ THE FAQ: https://dearimgui.com/faq
10114
0
        IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
10115
0
    }
10116
0
    g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
10117
10118
#ifdef IMGUI_ENABLE_TEST_ENGINE
10119
    if (id != 0)
10120
        IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData);
10121
#endif
10122
10123
    // Clipping test
10124
    // (FIXME: This is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)
10125
    //const bool is_clipped = IsClippedEx(bb, id);
10126
    //if (is_clipped)
10127
    //    return false;
10128
0
    const bool is_rect_visible = bb.Overlaps(window->ClipRect);
10129
0
    if (!is_rect_visible)
10130
0
        if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId))
10131
0
            if (!g.LogEnabled)
10132
0
                return false;
10133
10134
    // [DEBUG]
10135
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
10136
0
    if (id != 0 && id == g.DebugLocateId)
10137
0
        DebugLocateItemResolveWithLastItem();
10138
0
#endif
10139
    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
10140
    //if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0)
10141
    //    window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG]
10142
10143
    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
10144
0
    if (is_rect_visible)
10145
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
10146
0
    if (IsMouseHoveringRect(bb.Min, bb.Max))
10147
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
10148
0
    return true;
10149
0
}
10150
10151
// Gets back to previous line and continue with horizontal layout
10152
//      offset_from_start_x == 0 : follow right after previous item
10153
//      offset_from_start_x != 0 : align to specified x position (relative to window/group left)
10154
//      spacing_w < 0            : use default spacing if pos_x == 0, no spacing if pos_x != 0
10155
//      spacing_w >= 0           : enforce spacing amount
10156
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
10157
0
{
10158
0
    ImGuiContext& g = *GImGui;
10159
0
    ImGuiWindow* window = g.CurrentWindow;
10160
0
    if (window->SkipItems)
10161
0
        return;
10162
10163
0
    if (offset_from_start_x != 0.0f)
10164
0
    {
10165
0
        if (spacing_w < 0.0f)
10166
0
            spacing_w = 0.0f;
10167
0
        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
10168
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10169
0
    }
10170
0
    else
10171
0
    {
10172
0
        if (spacing_w < 0.0f)
10173
0
            spacing_w = g.Style.ItemSpacing.x;
10174
0
        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
10175
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10176
0
    }
10177
0
    window->DC.CurrLineSize = window->DC.PrevLineSize;
10178
0
    window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
10179
0
    window->DC.IsSameLine = true;
10180
0
}
10181
10182
ImVec2 ImGui::GetCursorScreenPos()
10183
0
{
10184
0
    ImGuiWindow* window = GetCurrentWindowRead();
10185
0
    return window->DC.CursorPos;
10186
0
}
10187
10188
// 2022/08/05: Setting cursor position also extend boundaries (via modifying CursorMaxPos) used to compute window size, group size etc.
10189
// I believe this was is a judicious choice but it's probably being relied upon (it has been the case since 1.31 and 1.50)
10190
// It would be sane if we requested user to use SetCursorPos() + Dummy(ImVec2(0,0)) to extend CursorMaxPos...
10191
void ImGui::SetCursorScreenPos(const ImVec2& pos)
10192
0
{
10193
0
    ImGuiWindow* window = GetCurrentWindow();
10194
0
    window->DC.CursorPos = pos;
10195
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10196
0
    window->DC.IsSetPos = true;
10197
0
}
10198
10199
// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
10200
// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
10201
ImVec2 ImGui::GetCursorPos()
10202
0
{
10203
0
    ImGuiWindow* window = GetCurrentWindowRead();
10204
0
    return window->DC.CursorPos - window->Pos + window->Scroll;
10205
0
}
10206
10207
float ImGui::GetCursorPosX()
10208
0
{
10209
0
    ImGuiWindow* window = GetCurrentWindowRead();
10210
0
    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
10211
0
}
10212
10213
float ImGui::GetCursorPosY()
10214
0
{
10215
0
    ImGuiWindow* window = GetCurrentWindowRead();
10216
0
    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
10217
0
}
10218
10219
void ImGui::SetCursorPos(const ImVec2& local_pos)
10220
0
{
10221
0
    ImGuiWindow* window = GetCurrentWindow();
10222
0
    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
10223
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10224
0
    window->DC.IsSetPos = true;
10225
0
}
10226
10227
void ImGui::SetCursorPosX(float x)
10228
0
{
10229
0
    ImGuiWindow* window = GetCurrentWindow();
10230
0
    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
10231
    //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
10232
0
    window->DC.IsSetPos = true;
10233
0
}
10234
10235
void ImGui::SetCursorPosY(float y)
10236
0
{
10237
0
    ImGuiWindow* window = GetCurrentWindow();
10238
0
    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
10239
    //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
10240
0
    window->DC.IsSetPos = true;
10241
0
}
10242
10243
ImVec2 ImGui::GetCursorStartPos()
10244
0
{
10245
0
    ImGuiWindow* window = GetCurrentWindowRead();
10246
0
    return window->DC.CursorStartPos - window->Pos;
10247
0
}
10248
10249
void ImGui::Indent(float indent_w)
10250
0
{
10251
0
    ImGuiContext& g = *GImGui;
10252
0
    ImGuiWindow* window = GetCurrentWindow();
10253
0
    window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10254
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10255
0
}
10256
10257
void ImGui::Unindent(float indent_w)
10258
0
{
10259
0
    ImGuiContext& g = *GImGui;
10260
0
    ImGuiWindow* window = GetCurrentWindow();
10261
0
    window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10262
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10263
0
}
10264
10265
// Affect large frame+labels widgets only.
10266
void ImGui::SetNextItemWidth(float item_width)
10267
0
{
10268
0
    ImGuiContext& g = *GImGui;
10269
0
    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
10270
0
    g.NextItemData.Width = item_width;
10271
0
}
10272
10273
// FIXME: Remove the == 0.0f behavior?
10274
void ImGui::PushItemWidth(float item_width)
10275
0
{
10276
0
    ImGuiContext& g = *GImGui;
10277
0
    ImGuiWindow* window = g.CurrentWindow;
10278
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10279
0
    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
10280
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10281
0
}
10282
10283
void ImGui::PushMultiItemsWidths(int components, float w_full)
10284
0
{
10285
0
    ImGuiContext& g = *GImGui;
10286
0
    ImGuiWindow* window = g.CurrentWindow;
10287
0
    const ImGuiStyle& style = g.Style;
10288
0
    const float w_item_one  = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
10289
0
    const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
10290
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10291
0
    window->DC.ItemWidthStack.push_back(w_item_last);
10292
0
    for (int i = 0; i < components - 2; i++)
10293
0
        window->DC.ItemWidthStack.push_back(w_item_one);
10294
0
    window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one;
10295
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10296
0
}
10297
10298
void ImGui::PopItemWidth()
10299
0
{
10300
0
    ImGuiWindow* window = GetCurrentWindow();
10301
0
    window->DC.ItemWidth = window->DC.ItemWidthStack.back();
10302
0
    window->DC.ItemWidthStack.pop_back();
10303
0
}
10304
10305
// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
10306
// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
10307
float ImGui::CalcItemWidth()
10308
0
{
10309
0
    ImGuiContext& g = *GImGui;
10310
0
    ImGuiWindow* window = g.CurrentWindow;
10311
0
    float w;
10312
0
    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
10313
0
        w = g.NextItemData.Width;
10314
0
    else
10315
0
        w = window->DC.ItemWidth;
10316
0
    if (w < 0.0f)
10317
0
    {
10318
0
        float region_max_x = GetContentRegionMaxAbs().x;
10319
0
        w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
10320
0
    }
10321
0
    w = IM_FLOOR(w);
10322
0
    return w;
10323
0
}
10324
10325
// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
10326
// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
10327
// Note that only CalcItemWidth() is publicly exposed.
10328
// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
10329
ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
10330
0
{
10331
0
    ImGuiContext& g = *GImGui;
10332
0
    ImGuiWindow* window = g.CurrentWindow;
10333
10334
0
    ImVec2 region_max;
10335
0
    if (size.x < 0.0f || size.y < 0.0f)
10336
0
        region_max = GetContentRegionMaxAbs();
10337
10338
0
    if (size.x == 0.0f)
10339
0
        size.x = default_w;
10340
0
    else if (size.x < 0.0f)
10341
0
        size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);
10342
10343
0
    if (size.y == 0.0f)
10344
0
        size.y = default_h;
10345
0
    else if (size.y < 0.0f)
10346
0
        size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);
10347
10348
0
    return size;
10349
0
}
10350
10351
float ImGui::GetTextLineHeight()
10352
0
{
10353
0
    ImGuiContext& g = *GImGui;
10354
0
    return g.FontSize;
10355
0
}
10356
10357
float ImGui::GetTextLineHeightWithSpacing()
10358
0
{
10359
0
    ImGuiContext& g = *GImGui;
10360
0
    return g.FontSize + g.Style.ItemSpacing.y;
10361
0
}
10362
10363
float ImGui::GetFrameHeight()
10364
0
{
10365
0
    ImGuiContext& g = *GImGui;
10366
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f;
10367
0
}
10368
10369
float ImGui::GetFrameHeightWithSpacing()
10370
0
{
10371
0
    ImGuiContext& g = *GImGui;
10372
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
10373
0
}
10374
10375
// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience!
10376
10377
// FIXME: This is in window space (not screen space!).
10378
ImVec2 ImGui::GetContentRegionMax()
10379
0
{
10380
0
    ImGuiContext& g = *GImGui;
10381
0
    ImGuiWindow* window = g.CurrentWindow;
10382
0
    ImVec2 mx = window->ContentRegionRect.Max - window->Pos;
10383
0
    if (window->DC.CurrentColumns || g.CurrentTable)
10384
0
        mx.x = window->WorkRect.Max.x - window->Pos.x;
10385
0
    return mx;
10386
0
}
10387
10388
// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
10389
ImVec2 ImGui::GetContentRegionMaxAbs()
10390
0
{
10391
0
    ImGuiContext& g = *GImGui;
10392
0
    ImGuiWindow* window = g.CurrentWindow;
10393
0
    ImVec2 mx = window->ContentRegionRect.Max;
10394
0
    if (window->DC.CurrentColumns || g.CurrentTable)
10395
0
        mx.x = window->WorkRect.Max.x;
10396
0
    return mx;
10397
0
}
10398
10399
ImVec2 ImGui::GetContentRegionAvail()
10400
0
{
10401
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10402
0
    return GetContentRegionMaxAbs() - window->DC.CursorPos;
10403
0
}
10404
10405
// In window space (not screen space!)
10406
ImVec2 ImGui::GetWindowContentRegionMin()
10407
0
{
10408
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10409
0
    return window->ContentRegionRect.Min - window->Pos;
10410
0
}
10411
10412
ImVec2 ImGui::GetWindowContentRegionMax()
10413
0
{
10414
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10415
0
    return window->ContentRegionRect.Max - window->Pos;
10416
0
}
10417
10418
// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
10419
// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
10420
// FIXME-OPT: Could we safely early out on ->SkipItems?
10421
void ImGui::BeginGroup()
10422
0
{
10423
0
    ImGuiContext& g = *GImGui;
10424
0
    ImGuiWindow* window = g.CurrentWindow;
10425
10426
0
    g.GroupStack.resize(g.GroupStack.Size + 1);
10427
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10428
0
    group_data.WindowID = window->ID;
10429
0
    group_data.BackupCursorPos = window->DC.CursorPos;
10430
0
    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
10431
0
    group_data.BackupIndent = window->DC.Indent;
10432
0
    group_data.BackupGroupOffset = window->DC.GroupOffset;
10433
0
    group_data.BackupCurrLineSize = window->DC.CurrLineSize;
10434
0
    group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
10435
0
    group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
10436
0
    group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
10437
0
    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
10438
0
    group_data.EmitItem = true;
10439
10440
0
    window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
10441
0
    window->DC.Indent = window->DC.GroupOffset;
10442
0
    window->DC.CursorMaxPos = window->DC.CursorPos;
10443
0
    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
10444
0
    if (g.LogEnabled)
10445
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10446
0
}
10447
10448
void ImGui::EndGroup()
10449
0
{
10450
0
    ImGuiContext& g = *GImGui;
10451
0
    ImGuiWindow* window = g.CurrentWindow;
10452
0
    IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
10453
10454
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10455
0
    IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?
10456
10457
0
    if (window->DC.IsSetPos)
10458
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
10459
10460
0
    ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
10461
10462
0
    window->DC.CursorPos = group_data.BackupCursorPos;
10463
0
    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
10464
0
    window->DC.Indent = group_data.BackupIndent;
10465
0
    window->DC.GroupOffset = group_data.BackupGroupOffset;
10466
0
    window->DC.CurrLineSize = group_data.BackupCurrLineSize;
10467
0
    window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
10468
0
    if (g.LogEnabled)
10469
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10470
10471
0
    if (!group_data.EmitItem)
10472
0
    {
10473
0
        g.GroupStack.pop_back();
10474
0
        return;
10475
0
    }
10476
10477
0
    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
10478
0
    ItemSize(group_bb.GetSize());
10479
0
    ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);
10480
10481
    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
10482
    // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
10483
    // Also if you grep for LastItemId you'll notice it is only used in that context.
10484
    // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
10485
0
    const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
10486
0
    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
10487
0
    if (group_contains_curr_active_id)
10488
0
        g.LastItemData.ID = g.ActiveId;
10489
0
    else if (group_contains_prev_active_id)
10490
0
        g.LastItemData.ID = g.ActiveIdPreviousFrame;
10491
0
    g.LastItemData.Rect = group_bb;
10492
10493
    // Forward Hovered flag
10494
0
    const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;
10495
0
    if (group_contains_curr_hovered_id)
10496
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
10497
10498
    // Forward Edited flag
10499
0
    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
10500
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
10501
10502
    // Forward Deactivated flag
10503
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
10504
0
    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
10505
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
10506
10507
0
    g.GroupStack.pop_back();
10508
    //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]
10509
0
}
10510
10511
10512
//-----------------------------------------------------------------------------
10513
// [SECTION] SCROLLING
10514
//-----------------------------------------------------------------------------
10515
10516
// Helper to snap on edges when aiming at an item very close to the edge,
10517
// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
10518
// When we refactor the scrolling API this may be configurable with a flag?
10519
// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
10520
static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
10521
0
{
10522
0
    if (target <= snap_min + snap_threshold)
10523
0
        return ImLerp(snap_min, target, center_ratio);
10524
0
    if (target >= snap_max - snap_threshold)
10525
0
        return ImLerp(target, snap_max, center_ratio);
10526
0
    return target;
10527
0
}
10528
10529
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
10530
0
{
10531
0
    ImVec2 scroll = window->Scroll;
10532
0
    ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2);
10533
0
    for (int axis = 0; axis < 2; axis++)
10534
0
    {
10535
0
        if (window->ScrollTarget[axis] < FLT_MAX)
10536
0
        {
10537
0
            float center_ratio = window->ScrollTargetCenterRatio[axis];
10538
0
            float scroll_target = window->ScrollTarget[axis];
10539
0
            if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f)
10540
0
            {
10541
0
                float snap_min = 0.0f;
10542
0
                float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];
10543
0
                scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);
10544
0
            }
10545
0
            scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
10546
0
        }
10547
0
        scroll[axis] = IM_FLOOR(ImMax(scroll[axis], 0.0f));
10548
0
        if (!window->Collapsed && !window->SkipItems)
10549
0
            scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
10550
0
    }
10551
0
    return scroll;
10552
0
}
10553
10554
void ImGui::ScrollToItem(ImGuiScrollFlags flags)
10555
0
{
10556
0
    ImGuiContext& g = *GImGui;
10557
0
    ImGuiWindow* window = g.CurrentWindow;
10558
0
    ScrollToRectEx(window, g.LastItemData.NavRect, flags);
10559
0
}
10560
10561
void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10562
0
{
10563
0
    ScrollToRectEx(window, item_rect, flags);
10564
0
}
10565
10566
// Scroll to keep newly navigated item fully into view
10567
ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10568
0
{
10569
0
    ImGuiContext& g = *GImGui;
10570
0
    ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
10571
0
    scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x);
10572
0
    scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y);
10573
    //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG]
10574
    //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG]
10575
10576
    // Check that only one behavior is selected per axis
10577
0
    IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));
10578
0
    IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));
10579
10580
    // Defaults
10581
0
    ImGuiScrollFlags in_flags = flags;
10582
0
    if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)
10583
0
        flags |= ImGuiScrollFlags_KeepVisibleEdgeX;
10584
0
    if ((flags & ImGuiScrollFlags_MaskY_) == 0)
10585
0
        flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;
10586
10587
0
    const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x;
10588
0
    const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y;
10589
0
    const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10590
0
    const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10591
10592
0
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
10593
0
    {
10594
0
        if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x)
10595
0
            SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);
10596
0
        else if (item_rect.Max.x >= scroll_rect.Max.x)
10597
0
            SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);
10598
0
    }
10599
0
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
10600
0
    {
10601
0
        if (can_be_fully_visible_x)
10602
0
            SetScrollFromPosX(window, ImFloor((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);
10603
0
        else
10604
0
            SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);
10605
0
    }
10606
10607
0
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)
10608
0
    {
10609
0
        if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y)
10610
0
            SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);
10611
0
        else if (item_rect.Max.y >= scroll_rect.Max.y)
10612
0
            SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);
10613
0
    }
10614
0
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
10615
0
    {
10616
0
        if (can_be_fully_visible_y)
10617
0
            SetScrollFromPosY(window, ImFloor((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
10618
0
        else
10619
0
            SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);
10620
0
    }
10621
10622
0
    ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
10623
0
    ImVec2 delta_scroll = next_scroll - window->Scroll;
10624
10625
    // Also scroll parent window to keep us into view if necessary
10626
0
    if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))
10627
0
    {
10628
        // FIXME-SCROLL: May be an option?
10629
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)
10630
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;
10631
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)
10632
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;
10633
0
        delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);
10634
0
    }
10635
10636
0
    return delta_scroll;
10637
0
}
10638
10639
float ImGui::GetScrollX()
10640
0
{
10641
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10642
0
    return window->Scroll.x;
10643
0
}
10644
10645
float ImGui::GetScrollY()
10646
0
{
10647
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10648
0
    return window->Scroll.y;
10649
0
}
10650
10651
float ImGui::GetScrollMaxX()
10652
0
{
10653
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10654
0
    return window->ScrollMax.x;
10655
0
}
10656
10657
float ImGui::GetScrollMaxY()
10658
0
{
10659
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10660
0
    return window->ScrollMax.y;
10661
0
}
10662
10663
void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
10664
0
{
10665
0
    window->ScrollTarget.x = scroll_x;
10666
0
    window->ScrollTargetCenterRatio.x = 0.0f;
10667
0
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10668
0
}
10669
10670
void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
10671
0
{
10672
0
    window->ScrollTarget.y = scroll_y;
10673
0
    window->ScrollTargetCenterRatio.y = 0.0f;
10674
0
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10675
0
}
10676
10677
void ImGui::SetScrollX(float scroll_x)
10678
0
{
10679
0
    ImGuiContext& g = *GImGui;
10680
0
    SetScrollX(g.CurrentWindow, scroll_x);
10681
0
}
10682
10683
void ImGui::SetScrollY(float scroll_y)
10684
0
{
10685
0
    ImGuiContext& g = *GImGui;
10686
0
    SetScrollY(g.CurrentWindow, scroll_y);
10687
0
}
10688
10689
// Note that a local position will vary depending on initial scroll value,
10690
// This is a little bit confusing so bear with us:
10691
//  - local_pos = (absolution_pos - window->Pos)
10692
//  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
10693
//    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
10694
//  - They mostly exist because of legacy API.
10695
// Following the rules above, when trying to work with scrolling code, consider that:
10696
//  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
10697
//  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
10698
// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size
10699
void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
10700
0
{
10701
0
    IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
10702
0
    window->ScrollTarget.x = IM_FLOOR(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
10703
0
    window->ScrollTargetCenterRatio.x = center_x_ratio;
10704
0
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10705
0
}
10706
10707
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
10708
0
{
10709
0
    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
10710
0
    window->ScrollTarget.y = IM_FLOOR(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
10711
0
    window->ScrollTargetCenterRatio.y = center_y_ratio;
10712
0
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10713
0
}
10714
10715
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
10716
0
{
10717
0
    ImGuiContext& g = *GImGui;
10718
0
    SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
10719
0
}
10720
10721
void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
10722
0
{
10723
0
    ImGuiContext& g = *GImGui;
10724
0
    SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
10725
0
}
10726
10727
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
10728
void ImGui::SetScrollHereX(float center_x_ratio)
10729
0
{
10730
0
    ImGuiContext& g = *GImGui;
10731
0
    ImGuiWindow* window = g.CurrentWindow;
10732
0
    float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);
10733
0
    float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);
10734
0
    SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
10735
10736
    // Tweak: snap on edges when aiming at an item very close to the edge
10737
0
    window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);
10738
0
}
10739
10740
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
10741
void ImGui::SetScrollHereY(float center_y_ratio)
10742
0
{
10743
0
    ImGuiContext& g = *GImGui;
10744
0
    ImGuiWindow* window = g.CurrentWindow;
10745
0
    float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);
10746
0
    float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
10747
0
    SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
10748
10749
    // Tweak: snap on edges when aiming at an item very close to the edge
10750
0
    window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
10751
0
}
10752
10753
//-----------------------------------------------------------------------------
10754
// [SECTION] TOOLTIPS
10755
//-----------------------------------------------------------------------------
10756
10757
bool ImGui::BeginTooltip()
10758
0
{
10759
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
10760
0
}
10761
10762
bool ImGui::BeginItemTooltip()
10763
0
{
10764
0
    if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip))
10765
0
        return false;
10766
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
10767
0
}
10768
10769
bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)
10770
0
{
10771
0
    ImGuiContext& g = *GImGui;
10772
10773
0
    if (g.DragDropWithinSource || g.DragDropWithinTarget)
10774
0
    {
10775
        // Drag and Drop tooltips are positioning differently than other tooltips:
10776
        // - offset visibility to increase visibility around mouse.
10777
        // - never clamp within outer viewport boundary.
10778
        // We call SetNextWindowPos() to enforce position and disable clamping.
10779
        // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones).
10780
        //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
10781
0
        ImVec2 tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET * g.Style.MouseCursorScale;
10782
0
        SetNextWindowPos(tooltip_pos);
10783
0
        SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
10784
        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
10785
0
        tooltip_flags |= ImGuiTooltipFlags_OverridePrevious;
10786
0
    }
10787
10788
0
    char window_name[16];
10789
0
    ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
10790
0
    if (tooltip_flags & ImGuiTooltipFlags_OverridePrevious)
10791
0
        if (ImGuiWindow* window = FindWindowByName(window_name))
10792
0
            if (window->Active)
10793
0
            {
10794
                // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
10795
0
                SetWindowHiddendAndSkipItemsForCurrentFrame(window);
10796
0
                ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
10797
0
            }
10798
0
    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking;
10799
0
    Begin(window_name, NULL, flags | extra_window_flags);
10800
    // 2023-03-09: Added bool return value to the API, but currently always returning true.
10801
    // If this ever returns false we need to update BeginDragDropSource() accordingly.
10802
    //if (!ret)
10803
    //    End();
10804
    //return ret;
10805
0
    return true;
10806
0
}
10807
10808
void ImGui::EndTooltip()
10809
0
{
10810
0
    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls
10811
0
    End();
10812
0
}
10813
10814
void ImGui::SetTooltip(const char* fmt, ...)
10815
0
{
10816
0
    va_list args;
10817
0
    va_start(args, fmt);
10818
0
    SetTooltipV(fmt, args);
10819
0
    va_end(args);
10820
0
}
10821
10822
void ImGui::SetTooltipV(const char* fmt, va_list args)
10823
0
{
10824
0
    if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None))
10825
0
        return;
10826
0
    TextV(fmt, args);
10827
0
    EndTooltip();
10828
0
}
10829
10830
// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'.
10831
// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse.
10832
void ImGui::SetItemTooltip(const char* fmt, ...)
10833
0
{
10834
0
    va_list args;
10835
0
    va_start(args, fmt);
10836
0
    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
10837
0
        SetTooltipV(fmt, args);
10838
0
    va_end(args);
10839
0
}
10840
10841
void ImGui::SetItemTooltipV(const char* fmt, va_list args)
10842
0
{
10843
0
    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
10844
0
        SetTooltipV(fmt, args);
10845
0
}
10846
10847
10848
//-----------------------------------------------------------------------------
10849
// [SECTION] POPUPS
10850
//-----------------------------------------------------------------------------
10851
10852
// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
10853
bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
10854
0
{
10855
0
    ImGuiContext& g = *GImGui;
10856
0
    if (popup_flags & ImGuiPopupFlags_AnyPopupId)
10857
0
    {
10858
        // Return true if any popup is open at the current BeginPopup() level of the popup stack
10859
        // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
10860
0
        IM_ASSERT(id == 0);
10861
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
10862
0
            return g.OpenPopupStack.Size > 0;
10863
0
        else
10864
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
10865
0
    }
10866
0
    else
10867
0
    {
10868
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
10869
0
        {
10870
            // Return true if the popup is open anywhere in the popup stack
10871
0
            for (int n = 0; n < g.OpenPopupStack.Size; n++)
10872
0
                if (g.OpenPopupStack[n].PopupId == id)
10873
0
                    return true;
10874
0
            return false;
10875
0
        }
10876
0
        else
10877
0
        {
10878
            // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
10879
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
10880
0
        }
10881
0
    }
10882
0
}
10883
10884
bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
10885
0
{
10886
0
    ImGuiContext& g = *GImGui;
10887
0
    ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
10888
0
    if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
10889
0
        IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
10890
0
    return IsPopupOpen(id, popup_flags);
10891
0
}
10892
10893
// Also see FindBlockingModal(NULL)
10894
ImGuiWindow* ImGui::GetTopMostPopupModal()
10895
0
{
10896
0
    ImGuiContext& g = *GImGui;
10897
0
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
10898
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
10899
0
            if (popup->Flags & ImGuiWindowFlags_Modal)
10900
0
                return popup;
10901
0
    return NULL;
10902
0
}
10903
10904
// See Demo->Stacked Modal to confirm what this is for.
10905
ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()
10906
0
{
10907
0
    ImGuiContext& g = *GImGui;
10908
0
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
10909
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
10910
0
            if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))
10911
0
                return popup;
10912
0
    return NULL;
10913
0
}
10914
10915
void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
10916
0
{
10917
0
    ImGuiContext& g = *GImGui;
10918
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
10919
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id);
10920
0
    OpenPopupEx(id, popup_flags);
10921
0
}
10922
10923
void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)
10924
0
{
10925
0
    OpenPopupEx(id, popup_flags);
10926
0
}
10927
10928
// Mark popup as open (toggle toward open state).
10929
// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
10930
// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
10931
// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
10932
void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
10933
0
{
10934
0
    ImGuiContext& g = *GImGui;
10935
0
    ImGuiWindow* parent_window = g.CurrentWindow;
10936
0
    const int current_stack_size = g.BeginPopupStack.Size;
10937
10938
0
    if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
10939
0
        if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId))
10940
0
            return;
10941
10942
0
    ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
10943
0
    popup_ref.PopupId = id;
10944
0
    popup_ref.Window = NULL;
10945
0
    popup_ref.BackupNavWindow = g.NavWindow;            // When popup closes focus may be restored to NavWindow (depend on window type).
10946
0
    popup_ref.OpenFrameCount = g.FrameCount;
10947
0
    popup_ref.OpenParentId = parent_window->IDStack.back();
10948
0
    popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
10949
0
    popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
10950
10951
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id);
10952
0
    if (g.OpenPopupStack.Size < current_stack_size + 1)
10953
0
    {
10954
0
        g.OpenPopupStack.push_back(popup_ref);
10955
0
    }
10956
0
    else
10957
0
    {
10958
        // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui
10959
        // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing
10960
        // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.
10961
0
        if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
10962
0
        {
10963
0
            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
10964
0
        }
10965
0
        else
10966
0
        {
10967
            // Close child popups if any, then flag popup for open/reopen
10968
0
            ClosePopupToLevel(current_stack_size, false);
10969
0
            g.OpenPopupStack.push_back(popup_ref);
10970
0
        }
10971
10972
        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
10973
        // This is equivalent to what ClosePopupToLevel() does.
10974
        //if (g.OpenPopupStack[current_stack_size].PopupId == id)
10975
        //    FocusWindow(parent_window);
10976
0
    }
10977
0
}
10978
10979
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
10980
// This function closes any popups that are over 'ref_window'.
10981
void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
10982
0
{
10983
0
    ImGuiContext& g = *GImGui;
10984
0
    if (g.OpenPopupStack.Size == 0)
10985
0
        return;
10986
10987
    // Don't close our own child popup windows.
10988
0
    int popup_count_to_keep = 0;
10989
0
    if (ref_window)
10990
0
    {
10991
        // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
10992
0
        for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
10993
0
        {
10994
0
            ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];
10995
0
            if (!popup.Window)
10996
0
                continue;
10997
0
            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
10998
0
            if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
10999
0
                continue;
11000
11001
            // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
11002
            // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:
11003
            //     Window -> Popup1 -> Popup2 -> Popup3
11004
            // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree!
11005
            //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
11006
0
            bool ref_window_is_descendent_of_popup = false;
11007
0
            for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
11008
0
                if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
11009
                    //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE
11010
0
                    if (IsWindowWithinBeginStackOf(ref_window, popup_window))
11011
0
                    {
11012
0
                        ref_window_is_descendent_of_popup = true;
11013
0
                        break;
11014
0
                    }
11015
0
            if (!ref_window_is_descendent_of_popup)
11016
0
                break;
11017
0
        }
11018
0
    }
11019
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
11020
0
    {
11021
0
        IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : "<NULL>");
11022
0
        ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
11023
0
    }
11024
0
}
11025
11026
void ImGui::ClosePopupsExceptModals()
11027
0
{
11028
0
    ImGuiContext& g = *GImGui;
11029
11030
0
    int popup_count_to_keep;
11031
0
    for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)
11032
0
    {
11033
0
        ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;
11034
0
        if (!window || (window->Flags & ImGuiWindowFlags_Modal))
11035
0
            break;
11036
0
    }
11037
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
11038
0
        ClosePopupToLevel(popup_count_to_keep, true);
11039
0
}
11040
11041
void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
11042
0
{
11043
0
    ImGuiContext& g = *GImGui;
11044
0
    IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup);
11045
0
    IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
11046
11047
    // Trim open popup stack
11048
0
    ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;
11049
0
    ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow;
11050
0
    g.OpenPopupStack.resize(remaining);
11051
11052
0
    if (restore_focus_to_window_under_popup)
11053
0
    {
11054
0
        ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window;
11055
0
        if (focus_window && !focus_window->WasActive && popup_window)
11056
0
            FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback
11057
0
        else
11058
0
            FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None);
11059
0
    }
11060
0
}
11061
11062
// Close the popup we have begin-ed into.
11063
void ImGui::CloseCurrentPopup()
11064
0
{
11065
0
    ImGuiContext& g = *GImGui;
11066
0
    int popup_idx = g.BeginPopupStack.Size - 1;
11067
0
    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
11068
0
        return;
11069
11070
    // Closing a menu closes its top-most parent popup (unless a modal)
11071
0
    while (popup_idx > 0)
11072
0
    {
11073
0
        ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
11074
0
        ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
11075
0
        bool close_parent = false;
11076
0
        if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
11077
0
            if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))
11078
0
                close_parent = true;
11079
0
        if (!close_parent)
11080
0
            break;
11081
0
        popup_idx--;
11082
0
    }
11083
0
    IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
11084
0
    ClosePopupToLevel(popup_idx, true);
11085
11086
    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
11087
    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
11088
    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
11089
0
    if (ImGuiWindow* window = g.NavWindow)
11090
0
        window->DC.NavHideHighlightOneFrame = true;
11091
0
}
11092
11093
// Attention! BeginPopup() adds default flags which BeginPopupEx()!
11094
bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
11095
0
{
11096
0
    ImGuiContext& g = *GImGui;
11097
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11098
0
    {
11099
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11100
0
        return false;
11101
0
    }
11102
11103
0
    char name[20];
11104
0
    if (flags & ImGuiWindowFlags_ChildMenu)
11105
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth
11106
0
    else
11107
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
11108
11109
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking;
11110
0
    bool is_open = Begin(name, NULL, flags);
11111
0
    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
11112
0
        EndPopup();
11113
11114
0
    return is_open;
11115
0
}
11116
11117
bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
11118
0
{
11119
0
    ImGuiContext& g = *GImGui;
11120
0
    if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
11121
0
    {
11122
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11123
0
        return false;
11124
0
    }
11125
0
    flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
11126
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
11127
0
    return BeginPopupEx(id, flags);
11128
0
}
11129
11130
// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
11131
// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here.
11132
bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
11133
0
{
11134
0
    ImGuiContext& g = *GImGui;
11135
0
    ImGuiWindow* window = g.CurrentWindow;
11136
0
    const ImGuiID id = window->GetID(name);
11137
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11138
0
    {
11139
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11140
0
        return false;
11141
0
    }
11142
11143
    // Center modal windows by default for increased visibility
11144
    // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
11145
    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
11146
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
11147
0
    {
11148
0
        const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
11149
0
        SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
11150
0
    }
11151
11152
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking;
11153
0
    const bool is_open = Begin(name, p_open, flags);
11154
0
    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
11155
0
    {
11156
0
        EndPopup();
11157
0
        if (is_open)
11158
0
            ClosePopupToLevel(g.BeginPopupStack.Size, true);
11159
0
        return false;
11160
0
    }
11161
0
    return is_open;
11162
0
}
11163
11164
void ImGui::EndPopup()
11165
0
{
11166
0
    ImGuiContext& g = *GImGui;
11167
0
    ImGuiWindow* window = g.CurrentWindow;
11168
0
    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls
11169
0
    IM_ASSERT(g.BeginPopupStack.Size > 0);
11170
11171
    // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
11172
0
    if (g.NavWindow == window)
11173
0
        NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
11174
11175
    // Child-popups don't need to be laid out
11176
0
    IM_ASSERT(g.WithinEndChild == false);
11177
0
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
11178
0
        g.WithinEndChild = true;
11179
0
    End();
11180
0
    g.WithinEndChild = false;
11181
0
}
11182
11183
// Helper to open a popup if mouse button is released over the item
11184
// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
11185
void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
11186
0
{
11187
0
    ImGuiContext& g = *GImGui;
11188
0
    ImGuiWindow* window = g.CurrentWindow;
11189
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11190
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11191
0
    {
11192
0
        ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11193
0
        IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11194
0
        OpenPopupEx(id, popup_flags);
11195
0
    }
11196
0
}
11197
11198
// This is a helper to handle the simplest case of associating one named popup to one given widget.
11199
// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.
11200
// - To create a popup with a specific identifier, pass it in str_id.
11201
//    - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.
11202
//    - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.
11203
// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
11204
//   This is essentially the same as:
11205
//       id = str_id ? GetID(str_id) : GetItemID();
11206
//       OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);
11207
//       return BeginPopup(id);
11208
//   Which is essentially the same as:
11209
//       id = str_id ? GetID(str_id) : GetItemID();
11210
//       if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
11211
//           OpenPopup(id);
11212
//       return BeginPopup(id);
11213
//   The main difference being that this is tweaked to avoid computing the ID twice.
11214
bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
11215
0
{
11216
0
    ImGuiContext& g = *GImGui;
11217
0
    ImGuiWindow* window = g.CurrentWindow;
11218
0
    if (window->SkipItems)
11219
0
        return false;
11220
0
    ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11221
0
    IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11222
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11223
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11224
0
        OpenPopupEx(id, popup_flags);
11225
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11226
0
}
11227
11228
bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
11229
0
{
11230
0
    ImGuiContext& g = *GImGui;
11231
0
    ImGuiWindow* window = g.CurrentWindow;
11232
0
    if (!str_id)
11233
0
        str_id = "window_context";
11234
0
    ImGuiID id = window->GetID(str_id);
11235
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11236
0
    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11237
0
        if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
11238
0
            OpenPopupEx(id, popup_flags);
11239
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11240
0
}
11241
11242
bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
11243
0
{
11244
0
    ImGuiContext& g = *GImGui;
11245
0
    ImGuiWindow* window = g.CurrentWindow;
11246
0
    if (!str_id)
11247
0
        str_id = "void_context";
11248
0
    ImGuiID id = window->GetID(str_id);
11249
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11250
0
    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
11251
0
        if (GetTopMostPopupModal() == NULL)
11252
0
            OpenPopupEx(id, popup_flags);
11253
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11254
0
}
11255
11256
// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
11257
// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
11258
// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
11259
//  information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
11260
//  this allows us to have tooltips/popups displayed out of the parent viewport.)
11261
ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
11262
0
{
11263
0
    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
11264
    //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
11265
    //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
11266
11267
    // Combo Box policy (we want a connecting edge)
11268
0
    if (policy == ImGuiPopupPositionPolicy_ComboBox)
11269
0
    {
11270
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
11271
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11272
0
        {
11273
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11274
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11275
0
                continue;
11276
0
            ImVec2 pos;
11277
0
            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)
11278
0
            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
11279
0
            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
11280
0
            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
11281
0
            if (!r_outer.Contains(ImRect(pos, pos + size)))
11282
0
                continue;
11283
0
            *last_dir = dir;
11284
0
            return pos;
11285
0
        }
11286
0
    }
11287
11288
    // Tooltip and Default popup policy
11289
    // (Always first try the direction we used on the last frame, if any)
11290
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
11291
0
    {
11292
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
11293
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11294
0
        {
11295
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11296
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11297
0
                continue;
11298
11299
0
            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
11300
0
            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
11301
11302
            // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
11303
0
            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
11304
0
                continue;
11305
0
            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
11306
0
                continue;
11307
11308
0
            ImVec2 pos;
11309
0
            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
11310
0
            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
11311
11312
            // Clamp top-left corner of popup
11313
0
            pos.x = ImMax(pos.x, r_outer.Min.x);
11314
0
            pos.y = ImMax(pos.y, r_outer.Min.y);
11315
11316
0
            *last_dir = dir;
11317
0
            return pos;
11318
0
        }
11319
0
    }
11320
11321
    // Fallback when not enough room:
11322
0
    *last_dir = ImGuiDir_None;
11323
11324
    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
11325
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip)
11326
0
        return ref_pos + ImVec2(2, 2);
11327
11328
    // Otherwise try to keep within display
11329
0
    ImVec2 pos = ref_pos;
11330
0
    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
11331
0
    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
11332
0
    return pos;
11333
0
}
11334
11335
// Note that this is used for popups, which can overlap the non work-area of individual viewports.
11336
ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
11337
0
{
11338
0
    ImGuiContext& g = *GImGui;
11339
0
    ImRect r_screen;
11340
0
    if (window->ViewportAllowPlatformMonitorExtend >= 0)
11341
0
    {
11342
        // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here)
11343
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend];
11344
0
        r_screen.Min = monitor.WorkPos;
11345
0
        r_screen.Max = monitor.WorkPos + monitor.WorkSize;
11346
0
    }
11347
0
    else
11348
0
    {
11349
        // Use the full viewport area (not work area) for popups
11350
0
        r_screen = window->Viewport->GetMainRect();
11351
0
    }
11352
0
    ImVec2 padding = g.Style.DisplaySafeAreaPadding;
11353
0
    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
11354
0
    return r_screen;
11355
0
}
11356
11357
ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
11358
0
{
11359
0
    ImGuiContext& g = *GImGui;
11360
11361
0
    ImRect r_outer = GetPopupAllowedExtentRect(window);
11362
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
11363
0
    {
11364
        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
11365
        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
11366
0
        ImGuiWindow* parent_window = window->ParentWindow;
11367
0
        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
11368
0
        ImRect r_avoid;
11369
0
        if (parent_window->DC.MenuBarAppending)
11370
0
            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
11371
0
        else
11372
0
            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
11373
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
11374
0
    }
11375
0
    if (window->Flags & ImGuiWindowFlags_Popup)
11376
0
    {
11377
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
11378
0
    }
11379
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
11380
0
    {
11381
        // Position tooltip (always follows mouse + clamp within outer boundaries)
11382
        // Note that drag and drop tooltips are NOT using this path: BeginTooltipEx() manually sets their position.
11383
        // In theory we could handle both cases in same location, but requires a bit of shuffling as drag and drop tooltips are calling SetWindowPos() leading to 'window_pos_set_by_api' being set in Begin()
11384
0
        IM_ASSERT(g.CurrentWindow == window);
11385
0
        const float scale = g.Style.MouseCursorScale;
11386
0
        const ImVec2 ref_pos = NavCalcPreferredRefPos();
11387
0
        const ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET * scale;
11388
0
        ImRect r_avoid;
11389
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
11390
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
11391
0
        else
11392
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
11393
        //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255));
11394
0
        return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
11395
0
    }
11396
0
    IM_ASSERT(0);
11397
0
    return window->Pos;
11398
0
}
11399
11400
//-----------------------------------------------------------------------------
11401
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
11402
//-----------------------------------------------------------------------------
11403
11404
// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.
11405
// In our terminology those should be interchangeable, yet right now this is super confusing.
11406
// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
11407
11408
void ImGui::SetNavWindow(ImGuiWindow* window)
11409
0
{
11410
0
    ImGuiContext& g = *GImGui;
11411
0
    if (g.NavWindow != window)
11412
0
    {
11413
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");
11414
0
        g.NavWindow = window;
11415
0
    }
11416
0
    g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11417
0
    NavUpdateAnyRequestFlag();
11418
0
}
11419
11420
void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis)
11421
0
{
11422
0
    ImGuiContext& g = *GImGui;
11423
0
    g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX;
11424
0
}
11425
11426
void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
11427
0
{
11428
0
    ImGuiContext& g = *GImGui;
11429
0
    IM_ASSERT(g.NavWindow != NULL);
11430
0
    IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);
11431
0
    g.NavId = id;
11432
0
    g.NavLayer = nav_layer;
11433
0
    g.NavFocusScopeId = focus_scope_id;
11434
0
    g.NavWindow->NavLastIds[nav_layer] = id;
11435
0
    g.NavWindow->NavRectRel[nav_layer] = rect_rel;
11436
11437
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
11438
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
11439
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11440
0
}
11441
11442
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
11443
0
{
11444
0
    ImGuiContext& g = *GImGui;
11445
0
    IM_ASSERT(id != 0);
11446
11447
0
    if (g.NavWindow != window)
11448
0
       SetNavWindow(window);
11449
11450
    // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.
11451
    // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
11452
0
    const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
11453
0
    g.NavId = id;
11454
0
    g.NavLayer = nav_layer;
11455
0
    g.NavFocusScopeId = g.CurrentFocusScopeId;
11456
0
    window->NavLastIds[nav_layer] = id;
11457
0
    if (g.LastItemData.ID == id)
11458
0
        window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11459
11460
0
    if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
11461
0
        g.NavDisableMouseHover = true;
11462
0
    else
11463
0
        g.NavDisableHighlight = true;
11464
11465
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
11466
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
11467
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11468
0
}
11469
11470
static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
11471
0
{
11472
0
    if (ImFabs(dx) > ImFabs(dy))
11473
0
        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
11474
0
    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
11475
0
}
11476
11477
static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max)
11478
0
{
11479
0
    if (cand_max < curr_min)
11480
0
        return cand_max - curr_min;
11481
0
    if (curr_max < cand_min)
11482
0
        return cand_min - curr_max;
11483
0
    return 0.0f;
11484
0
}
11485
11486
// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
11487
static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
11488
0
{
11489
0
    ImGuiContext& g = *GImGui;
11490
0
    ImGuiWindow* window = g.CurrentWindow;
11491
0
    if (g.NavLayer != window->DC.NavLayerCurrent)
11492
0
        return false;
11493
11494
    // FIXME: Those are not good variables names
11495
0
    ImRect cand = g.LastItemData.NavRect;   // Current item nav rectangle
11496
0
    const ImRect curr = g.NavScoringRect;   // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
11497
0
    g.NavScoringDebugCount++;
11498
11499
    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
11500
0
    if (window->ParentWindow == g.NavWindow)
11501
0
    {
11502
0
        IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
11503
0
        if (!window->ClipRect.Overlaps(cand))
11504
0
            return false;
11505
0
        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
11506
0
    }
11507
11508
    // Compute distance between boxes
11509
    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
11510
0
    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
11511
0
    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
11512
0
    if (dby != 0.0f && dbx != 0.0f)
11513
0
        dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
11514
0
    float dist_box = ImFabs(dbx) + ImFabs(dby);
11515
11516
    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
11517
0
    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
11518
0
    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
11519
0
    float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
11520
11521
    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
11522
0
    ImGuiDir quadrant;
11523
0
    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
11524
0
    if (dbx != 0.0f || dby != 0.0f)
11525
0
    {
11526
        // For non-overlapping boxes, use distance between boxes
11527
0
        dax = dbx;
11528
0
        day = dby;
11529
0
        dist_axial = dist_box;
11530
0
        quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
11531
0
    }
11532
0
    else if (dcx != 0.0f || dcy != 0.0f)
11533
0
    {
11534
        // For overlapping boxes with different centers, use distance between centers
11535
0
        dax = dcx;
11536
0
        day = dcy;
11537
0
        dist_axial = dist_center;
11538
0
        quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
11539
0
    }
11540
0
    else
11541
0
    {
11542
        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
11543
0
        quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
11544
0
    }
11545
11546
0
    const ImGuiDir move_dir = g.NavMoveDir;
11547
#if IMGUI_DEBUG_NAV_SCORING
11548
    char buf[200];
11549
    if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate.
11550
    {
11551
        if (quadrant == move_dir)
11552
        {
11553
            ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
11554
            ImDrawList* draw_list = GetForegroundDrawList(window);
11555
            draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80));
11556
            draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200));
11557
            draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
11558
        }
11559
    }
11560
    const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max);
11561
    const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space));
11562
    if (debug_hovering || debug_tty)
11563
    {
11564
        ImFormatString(buf, IM_ARRAYSIZE(buf),
11565
            "d-box    (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial  (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c",
11566
            dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]);
11567
        if (debug_hovering)
11568
        {
11569
            ImDrawList* draw_list = GetForegroundDrawList(window);
11570
            draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100));
11571
            draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200));
11572
            draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200));
11573
            draw_list->AddText(cand.Max, ~0U, buf);
11574
        }
11575
        if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); }
11576
    }
11577
#endif
11578
11579
    // Is it in the quadrant we're interested in moving to?
11580
0
    bool new_best = false;
11581
0
    if (quadrant == move_dir)
11582
0
    {
11583
        // Does it beat the current best candidate?
11584
0
        if (dist_box < result->DistBox)
11585
0
        {
11586
0
            result->DistBox = dist_box;
11587
0
            result->DistCenter = dist_center;
11588
0
            return true;
11589
0
        }
11590
0
        if (dist_box == result->DistBox)
11591
0
        {
11592
            // Try using distance between center points to break ties
11593
0
            if (dist_center < result->DistCenter)
11594
0
            {
11595
0
                result->DistCenter = dist_center;
11596
0
                new_best = true;
11597
0
            }
11598
0
            else if (dist_center == result->DistCenter)
11599
0
            {
11600
                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
11601
                // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
11602
                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
11603
0
                if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
11604
0
                    new_best = true;
11605
0
            }
11606
0
        }
11607
0
    }
11608
11609
    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
11610
    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
11611
    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
11612
    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
11613
    // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
11614
0
    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match
11615
0
        if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
11616
0
            if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))
11617
0
            {
11618
0
                result->DistAxial = dist_axial;
11619
0
                new_best = true;
11620
0
            }
11621
11622
0
    return new_best;
11623
0
}
11624
11625
static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
11626
0
{
11627
0
    ImGuiContext& g = *GImGui;
11628
0
    ImGuiWindow* window = g.CurrentWindow;
11629
0
    result->Window = window;
11630
0
    result->ID = g.LastItemData.ID;
11631
0
    result->FocusScopeId = g.CurrentFocusScopeId;
11632
0
    result->InFlags = g.LastItemData.InFlags;
11633
0
    result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11634
0
}
11635
11636
// True when current work location may be scrolled horizontally when moving left / right.
11637
// This is generally always true UNLESS within a column. We don't have a vertical equivalent.
11638
void ImGui::NavUpdateCurrentWindowIsScrollPushableX()
11639
0
{
11640
0
    ImGuiContext& g = *GImGui;
11641
0
    ImGuiWindow* window = g.CurrentWindow;
11642
0
    window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL);
11643
0
}
11644
11645
// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
11646
// This is called after LastItemData is set.
11647
static void ImGui::NavProcessItem()
11648
0
{
11649
0
    ImGuiContext& g = *GImGui;
11650
0
    ImGuiWindow* window = g.CurrentWindow;
11651
0
    const ImGuiID id = g.LastItemData.ID;
11652
0
    const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
11653
11654
    // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221)
11655
0
    if (window->DC.NavIsScrollPushableX == false)
11656
0
    {
11657
0
        g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
11658
0
        g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
11659
0
    }
11660
0
    const ImRect nav_bb = g.LastItemData.NavRect;
11661
11662
    // Process Init Request
11663
0
    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
11664
0
    {
11665
        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
11666
0
        const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
11667
0
        if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0)
11668
0
        {
11669
0
            NavApplyItemToResult(&g.NavInitResult);
11670
0
        }
11671
0
        if (candidate_for_nav_default_focus)
11672
0
        {
11673
0
            g.NavInitRequest = false; // Found a match, clear request
11674
0
            NavUpdateAnyRequestFlag();
11675
0
        }
11676
0
    }
11677
11678
    // Process Move Request (scoring for navigation)
11679
    // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
11680
0
    if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0)
11681
0
    {
11682
0
        const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) != 0;
11683
0
        if (is_tabbing)
11684
0
        {
11685
0
            NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags);
11686
0
        }
11687
0
        else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId))
11688
0
        {
11689
0
            ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
11690
0
            if (NavScoreItem(result))
11691
0
                NavApplyItemToResult(result);
11692
11693
            // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
11694
0
            const float VISIBLE_RATIO = 0.70f;
11695
0
            if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
11696
0
                if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
11697
0
                    if (NavScoreItem(&g.NavMoveResultLocalVisible))
11698
0
                        NavApplyItemToResult(&g.NavMoveResultLocalVisible);
11699
0
        }
11700
0
    }
11701
11702
    // Update information for currently focused/navigated item
11703
0
    if (g.NavId == id)
11704
0
    {
11705
0
        if (g.NavWindow != window)
11706
0
            SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
11707
0
        g.NavLayer = window->DC.NavLayerCurrent;
11708
0
        g.NavFocusScopeId = g.CurrentFocusScopeId;
11709
0
        g.NavIdIsAlive = true;
11710
0
        window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position)
11711
0
    }
11712
0
}
11713
11714
// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().
11715
// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!
11716
// - Case 1: no nav/active id:    set result to first eligible item, stop storing.
11717
// - Case 2: tab forward:         on ref id set counter, on counter elapse store result
11718
// - Case 3: tab forward wrap:    set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
11719
// - Case 4: tab backward:        store all results, on ref id pick prev, stop storing
11720
// - Case 5: tab backward wrap:   store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
11721
void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags)
11722
0
{
11723
0
    ImGuiContext& g = *GImGui;
11724
11725
0
    if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0)
11726
0
        if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent)
11727
0
            return;
11728
11729
    // - Can always land on an item when using API call.
11730
    // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item.
11731
    // - Tabbing without _NavEnableKeyboard: goes through inputable items only.
11732
0
    bool can_stop;
11733
0
    if (move_flags & ImGuiNavMoveFlags_FocusApi)
11734
0
        can_stop = true;
11735
0
    else
11736
0
        can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable));
11737
11738
    // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)
11739
0
    ImGuiNavItemData* result = &g.NavMoveResultLocal;
11740
0
    if (g.NavTabbingDir == +1)
11741
0
    {
11742
        // Tab Forward or SetKeyboardFocusHere() with >= 0
11743
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0)
11744
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
11745
0
        if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0)
11746
0
            NavMoveRequestResolveWithLastItem(result);
11747
0
        else if (g.NavId == id)
11748
0
            g.NavTabbingCounter = 1;
11749
0
    }
11750
0
    else if (g.NavTabbingDir == -1)
11751
0
    {
11752
        // Tab Backward
11753
0
        if (g.NavId == id)
11754
0
        {
11755
0
            if (result->ID)
11756
0
            {
11757
0
                g.NavMoveScoringItems = false;
11758
0
                NavUpdateAnyRequestFlag();
11759
0
            }
11760
0
        }
11761
0
        else if (can_stop)
11762
0
        {
11763
            // Keep applying until reaching NavId
11764
0
            NavApplyItemToResult(result);
11765
0
        }
11766
0
    }
11767
0
    else if (g.NavTabbingDir == 0)
11768
0
    {
11769
0
        if (can_stop && g.NavId == id)
11770
0
            NavMoveRequestResolveWithLastItem(result);
11771
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init
11772
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
11773
0
    }
11774
0
}
11775
11776
bool ImGui::NavMoveRequestButNoResultYet()
11777
0
{
11778
0
    ImGuiContext& g = *GImGui;
11779
0
    return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
11780
0
}
11781
11782
// FIXME: ScoringRect is not set
11783
void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
11784
0
{
11785
0
    ImGuiContext& g = *GImGui;
11786
0
    IM_ASSERT(g.NavWindow != NULL);
11787
11788
0
    if (move_flags & ImGuiNavMoveFlags_Tabbing)
11789
0
        move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;
11790
11791
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = true;
11792
0
    g.NavMoveDir = move_dir;
11793
0
    g.NavMoveDirForDebug = move_dir;
11794
0
    g.NavMoveClipDir = clip_dir;
11795
0
    g.NavMoveFlags = move_flags;
11796
0
    g.NavMoveScrollFlags = scroll_flags;
11797
0
    g.NavMoveForwardToNextFrame = false;
11798
0
    g.NavMoveKeyMods = g.IO.KeyMods;
11799
0
    g.NavMoveResultLocal.Clear();
11800
0
    g.NavMoveResultLocalVisible.Clear();
11801
0
    g.NavMoveResultOther.Clear();
11802
0
    g.NavTabbingCounter = 0;
11803
0
    g.NavTabbingResultFirst.Clear();
11804
0
    NavUpdateAnyRequestFlag();
11805
0
}
11806
11807
void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
11808
0
{
11809
0
    ImGuiContext& g = *GImGui;
11810
0
    g.NavMoveScoringItems = false; // Ensure request doesn't need more processing
11811
0
    NavApplyItemToResult(result);
11812
0
    NavUpdateAnyRequestFlag();
11813
0
}
11814
11815
void ImGui::NavMoveRequestCancel()
11816
0
{
11817
0
    ImGuiContext& g = *GImGui;
11818
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11819
0
    NavUpdateAnyRequestFlag();
11820
0
}
11821
11822
// Forward will reuse the move request again on the next frame (generally with modifications done to it)
11823
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
11824
0
{
11825
0
    ImGuiContext& g = *GImGui;
11826
0
    IM_ASSERT(g.NavMoveForwardToNextFrame == false);
11827
0
    NavMoveRequestCancel();
11828
0
    g.NavMoveForwardToNextFrame = true;
11829
0
    g.NavMoveDir = move_dir;
11830
0
    g.NavMoveClipDir = clip_dir;
11831
0
    g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
11832
0
    g.NavMoveScrollFlags = scroll_flags;
11833
0
}
11834
11835
// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
11836
// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.
11837
void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)
11838
0
{
11839
0
    ImGuiContext& g = *GImGui;
11840
0
    IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY
11841
11842
    // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it:
11843
    // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest().
11844
0
    if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)
11845
0
        g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags;
11846
0
}
11847
11848
// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).
11849
// This way we could find the last focused window among our children. It would be much less confusing this way?
11850
static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
11851
0
{
11852
0
    ImGuiWindow* parent = nav_window;
11853
0
    while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
11854
0
        parent = parent->ParentWindow;
11855
0
    if (parent && parent != nav_window)
11856
0
        parent->NavLastChildNavWindow = nav_window;
11857
0
}
11858
11859
// Restore the last focused child.
11860
// Call when we are expected to land on the Main Layer (0) after FocusWindow()
11861
static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
11862
0
{
11863
0
    if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
11864
0
        return window->NavLastChildNavWindow;
11865
0
    if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar)
11866
0
        if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar))
11867
0
            return tab->Window;
11868
0
    return window;
11869
0
}
11870
11871
void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
11872
0
{
11873
0
    ImGuiContext& g = *GImGui;
11874
0
    if (layer == ImGuiNavLayer_Main)
11875
0
    {
11876
0
        ImGuiWindow* prev_nav_window = g.NavWindow;
11877
0
        g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);    // FIXME-NAV: Should clear ongoing nav requests?
11878
0
        if (prev_nav_window)
11879
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);
11880
0
    }
11881
0
    ImGuiWindow* window = g.NavWindow;
11882
0
    if (window->NavLastIds[layer] != 0)
11883
0
    {
11884
0
        SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
11885
0
    }
11886
0
    else
11887
0
    {
11888
0
        g.NavLayer = layer;
11889
0
        NavInitWindow(window, true);
11890
0
    }
11891
0
}
11892
11893
void ImGui::NavRestoreHighlightAfterMove()
11894
0
{
11895
0
    ImGuiContext& g = *GImGui;
11896
0
    g.NavDisableHighlight = false;
11897
0
    g.NavDisableMouseHover = g.NavMousePosDirty = true;
11898
0
}
11899
11900
static inline void ImGui::NavUpdateAnyRequestFlag()
11901
0
{
11902
0
    ImGuiContext& g = *GImGui;
11903
0
    g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
11904
0
    if (g.NavAnyRequest)
11905
0
        IM_ASSERT(g.NavWindow != NULL);
11906
0
}
11907
11908
// This needs to be called before we submit any widget (aka in or before Begin)
11909
void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
11910
0
{
11911
    // FIXME: ChildWindow test here is wrong for docking
11912
0
    ImGuiContext& g = *GImGui;
11913
0
    IM_ASSERT(window == g.NavWindow);
11914
11915
0
    if (window->Flags & ImGuiWindowFlags_NoNavInputs)
11916
0
    {
11917
0
        g.NavId = 0;
11918
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
11919
0
        return;
11920
0
    }
11921
11922
0
    bool init_for_nav = false;
11923
0
    if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
11924
0
        init_for_nav = true;
11925
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
11926
0
    if (init_for_nav)
11927
0
    {
11928
0
        SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());
11929
0
        g.NavInitRequest = true;
11930
0
        g.NavInitRequestFromMove = false;
11931
0
        g.NavInitResult.ID = 0;
11932
0
        NavUpdateAnyRequestFlag();
11933
0
    }
11934
0
    else
11935
0
    {
11936
0
        g.NavId = window->NavLastIds[0];
11937
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
11938
0
    }
11939
0
}
11940
11941
static ImVec2 ImGui::NavCalcPreferredRefPos()
11942
0
{
11943
0
    ImGuiContext& g = *GImGui;
11944
0
    ImGuiWindow* window = g.NavWindow;
11945
0
    if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window)
11946
0
    {
11947
        // Mouse (we need a fallback in case the mouse becomes invalid after being used)
11948
        // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.
11949
        // In theory we could move that +1.0f offset in OpenPopupEx()
11950
0
        ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;
11951
0
        return ImVec2(p.x + 1.0f, p.y);
11952
0
    }
11953
0
    else
11954
0
    {
11955
        // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item
11956
        // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)
11957
0
        ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);
11958
0
        if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))
11959
0
        {
11960
0
            ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
11961
0
            rect_rel.Translate(window->Scroll - next_scroll);
11962
0
        }
11963
0
        ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
11964
0
        ImGuiViewport* viewport = window->Viewport;
11965
0
        return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
11966
0
    }
11967
0
}
11968
11969
float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)
11970
0
{
11971
0
    ImGuiContext& g = *GImGui;
11972
0
    float repeat_delay, repeat_rate;
11973
0
    GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
11974
11975
0
    ImGuiKey key_less, key_more;
11976
0
    if (g.NavInputSource == ImGuiInputSource_Gamepad)
11977
0
    {
11978
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp;
11979
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown;
11980
0
    }
11981
0
    else
11982
0
    {
11983
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow;
11984
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow;
11985
0
    }
11986
0
    float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate);
11987
0
    if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase
11988
0
        amount = 0.0f;
11989
0
    return amount;
11990
0
}
11991
11992
static void ImGui::NavUpdate()
11993
0
{
11994
0
    ImGuiContext& g = *GImGui;
11995
0
    ImGuiIO& io = g.IO;
11996
11997
0
    io.WantSetMousePos = false;
11998
    //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
11999
12000
    // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard)
12001
    // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?
12002
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12003
0
    const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };
12004
0
    if (nav_gamepad_active)
12005
0
        for (ImGuiKey key : nav_gamepad_keys_to_change_source)
12006
0
            if (IsKeyDown(key))
12007
0
                g.NavInputSource = ImGuiInputSource_Gamepad;
12008
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12009
0
    const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };
12010
0
    if (nav_keyboard_active)
12011
0
        for (ImGuiKey key : nav_keyboard_keys_to_change_source)
12012
0
            if (IsKeyDown(key))
12013
0
                g.NavInputSource = ImGuiInputSource_Keyboard;
12014
12015
    // Process navigation init request (select first/default focus)
12016
0
    g.NavJustMovedToId = 0;
12017
0
    if (g.NavInitResult.ID != 0)
12018
0
        NavInitRequestApplyResult();
12019
0
    g.NavInitRequest = false;
12020
0
    g.NavInitRequestFromMove = false;
12021
0
    g.NavInitResult.ID = 0;
12022
12023
    // Process navigation move request
12024
0
    if (g.NavMoveSubmitted)
12025
0
        NavMoveRequestApplyResult();
12026
0
    g.NavTabbingCounter = 0;
12027
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
12028
12029
    // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
12030
0
    bool set_mouse_pos = false;
12031
0
    if (g.NavMousePosDirty && g.NavIdIsAlive)
12032
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
12033
0
            set_mouse_pos = true;
12034
0
    g.NavMousePosDirty = false;
12035
0
    IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
12036
12037
    // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
12038
0
    if (g.NavWindow)
12039
0
        NavSaveLastChildNavWindowIntoParent(g.NavWindow);
12040
0
    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
12041
0
        g.NavWindow->NavLastChildNavWindow = NULL;
12042
12043
    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
12044
0
    NavUpdateWindowing();
12045
12046
    // Set output flags for user application
12047
0
    io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
12048
0
    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
12049
12050
    // Process NavCancel input (to close a popup, get back to parent, clear focus)
12051
0
    NavUpdateCancelRequest();
12052
12053
    // Process manual activation request
12054
0
    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
12055
0
    g.NavActivateFlags = ImGuiActivateFlags_None;
12056
0
    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
12057
0
    {
12058
0
        const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate));
12059
0
        const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false)));
12060
0
        const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput));
12061
0
        const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false)));
12062
0
        if (g.ActiveId == 0 && activate_pressed)
12063
0
        {
12064
0
            g.NavActivateId = g.NavId;
12065
0
            g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
12066
0
        }
12067
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
12068
0
        {
12069
0
            g.NavActivateId = g.NavId;
12070
0
            g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
12071
0
        }
12072
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
12073
0
            g.NavActivateDownId = g.NavId;
12074
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
12075
0
            g.NavActivatePressedId = g.NavId;
12076
0
    }
12077
0
    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
12078
0
        g.NavDisableHighlight = true;
12079
0
    if (g.NavActivateId != 0)
12080
0
        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
12081
12082
    // Process programmatic activation request
12083
    // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
12084
0
    if (g.NavNextActivateId != 0)
12085
0
    {
12086
0
        g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
12087
0
        g.NavActivateFlags = g.NavNextActivateFlags;
12088
0
    }
12089
0
    g.NavNextActivateId = 0;
12090
12091
    // Process move requests
12092
0
    NavUpdateCreateMoveRequest();
12093
0
    if (g.NavMoveDir == ImGuiDir_None)
12094
0
        NavUpdateCreateTabbingRequest();
12095
0
    NavUpdateAnyRequestFlag();
12096
0
    g.NavIdIsAlive = false;
12097
12098
    // Scrolling
12099
0
    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
12100
0
    {
12101
        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
12102
0
        ImGuiWindow* window = g.NavWindow;
12103
0
        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
12104
0
        const ImGuiDir move_dir = g.NavMoveDir;
12105
0
        if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None)
12106
0
        {
12107
0
            if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
12108
0
                SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
12109
0
            if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
12110
0
                SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
12111
0
        }
12112
12113
        // *Normal* Manual scroll with LStick
12114
        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
12115
0
        if (nav_gamepad_active)
12116
0
        {
12117
0
            const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
12118
0
            const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
12119
0
            if (scroll_dir.x != 0.0f && window->ScrollbarX)
12120
0
                SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
12121
0
            if (scroll_dir.y != 0.0f)
12122
0
                SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
12123
0
        }
12124
0
    }
12125
12126
    // Always prioritize mouse highlight if navigation is disabled
12127
0
    if (!nav_keyboard_active && !nav_gamepad_active)
12128
0
    {
12129
0
        g.NavDisableHighlight = true;
12130
0
        g.NavDisableMouseHover = set_mouse_pos = false;
12131
0
    }
12132
12133
    // Update mouse position if requested
12134
    // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)
12135
0
    if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
12136
0
    {
12137
0
        io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos();
12138
0
        io.WantSetMousePos = true;
12139
        //IMGUI_DEBUG_LOG_IO("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
12140
0
    }
12141
12142
    // [DEBUG]
12143
0
    g.NavScoringDebugCount = 0;
12144
#if IMGUI_DEBUG_NAV_RECTS
12145
    if (ImGuiWindow* debug_window = g.NavWindow)
12146
    {
12147
        ImDrawList* draw_list = GetForegroundDrawList(debug_window);
12148
        int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); }
12149
        //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
12150
    }
12151
#endif
12152
0
}
12153
12154
void ImGui::NavInitRequestApplyResult()
12155
0
{
12156
    // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
12157
0
    ImGuiContext& g = *GImGui;
12158
0
    if (!g.NavWindow)
12159
0
        return;
12160
12161
0
    ImGuiNavItemData* result = &g.NavInitResult;
12162
0
    if (g.NavId != result->ID)
12163
0
    {
12164
0
        g.NavJustMovedToId = result->ID;
12165
0
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12166
0
        g.NavJustMovedToKeyMods = 0;
12167
0
    }
12168
12169
    // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
12170
    // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
12171
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12172
0
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12173
0
    g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
12174
0
    if (g.NavInitRequestFromMove)
12175
0
        NavRestoreHighlightAfterMove();
12176
0
}
12177
12178
// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position
12179
static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags)
12180
0
{
12181
    // Bias initial rect
12182
0
    ImGuiContext& g = *GImGui;
12183
0
    const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos;
12184
12185
    // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias.
12186
    // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column.
12187
    // - But each successful move sets new bias on one axis, only cleared when using mouse.
12188
0
    if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0)
12189
0
    {
12190
0
        if (preferred_pos_rel.x == FLT_MAX)
12191
0
            preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x;
12192
0
        if (preferred_pos_rel.y == FLT_MAX)
12193
0
            preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y;
12194
0
    }
12195
12196
    // Apply general bias on the other axis
12197
0
    if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX)
12198
0
        r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x;
12199
0
    else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX)
12200
0
        r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y;
12201
0
}
12202
12203
void ImGui::NavUpdateCreateMoveRequest()
12204
0
{
12205
0
    ImGuiContext& g = *GImGui;
12206
0
    ImGuiIO& io = g.IO;
12207
0
    ImGuiWindow* window = g.NavWindow;
12208
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12209
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12210
12211
0
    if (g.NavMoveForwardToNextFrame && window != NULL)
12212
0
    {
12213
        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
12214
        // (preserve most state, which were already set by the NavMoveRequestForward() function)
12215
0
        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
12216
0
        IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);
12217
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
12218
0
    }
12219
0
    else
12220
0
    {
12221
        // Initiate directional inputs request
12222
0
        g.NavMoveDir = ImGuiDir_None;
12223
0
        g.NavMoveFlags = ImGuiNavMoveFlags_None;
12224
0
        g.NavMoveScrollFlags = ImGuiScrollFlags_None;
12225
0
        if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
12226
0
        {
12227
0
            const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove;
12228
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
12229
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
12230
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp,    ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow,    ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
12231
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
12232
0
        }
12233
0
        g.NavMoveClipDir = g.NavMoveDir;
12234
0
        g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
12235
0
    }
12236
12237
    // Update PageUp/PageDown/Home/End scroll
12238
    // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
12239
0
    float scoring_rect_offset_y = 0.0f;
12240
0
    if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
12241
0
        scoring_rect_offset_y = NavUpdatePageUpPageDown();
12242
0
    if (scoring_rect_offset_y != 0.0f)
12243
0
    {
12244
0
        g.NavScoringNoClipRect = window->InnerRect;
12245
0
        g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);
12246
0
    }
12247
12248
    // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction.
12249
#if IMGUI_DEBUG_NAV_SCORING
12250
    //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))
12251
    //    g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
12252
    if (io.KeyCtrl)
12253
    {
12254
        if (g.NavMoveDir == ImGuiDir_None)
12255
            g.NavMoveDir = g.NavMoveDirForDebug;
12256
        g.NavMoveClipDir = g.NavMoveDir;
12257
        g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;
12258
    }
12259
#endif
12260
12261
    // Submit
12262
0
    g.NavMoveForwardToNextFrame = false;
12263
0
    if (g.NavMoveDir != ImGuiDir_None)
12264
0
        NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);
12265
12266
    // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match)
12267
0
    if (g.NavMoveSubmitted && g.NavId == 0)
12268
0
    {
12269
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);
12270
0
        g.NavInitRequest = g.NavInitRequestFromMove = true;
12271
0
        g.NavInitResult.ID = 0;
12272
0
        g.NavDisableHighlight = false;
12273
0
    }
12274
12275
    // When using gamepad, we project the reference nav bounding box into window visible area.
12276
    // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling,
12277
    // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse).
12278
0
    if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))
12279
0
    {
12280
0
        bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;
12281
0
        bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;
12282
0
        ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));
12283
12284
        // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171)
12285
        // Otherwise 'inner_rect_rel' would be off on the move result frame.
12286
0
        inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll);
12287
12288
0
        if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
12289
0
        {
12290
0
            IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
12291
0
            float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);
12292
0
            float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
12293
0
            inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;
12294
0
            inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;
12295
0
            inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
12296
0
            inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;
12297
0
            window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);
12298
0
            g.NavId = 0;
12299
0
        }
12300
0
    }
12301
12302
    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
12303
0
    ImRect scoring_rect;
12304
0
    if (window != NULL)
12305
0
    {
12306
0
        ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
12307
0
        scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
12308
0
        scoring_rect.TranslateY(scoring_rect_offset_y);
12309
0
        if (g.NavMoveSubmitted)
12310
0
            NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags);
12311
0
        IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
12312
        //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
12313
        //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
12314
0
    }
12315
0
    g.NavScoringRect = scoring_rect;
12316
0
    g.NavScoringNoClipRect.Add(scoring_rect);
12317
0
}
12318
12319
void ImGui::NavUpdateCreateTabbingRequest()
12320
0
{
12321
0
    ImGuiContext& g = *GImGui;
12322
0
    ImGuiWindow* window = g.NavWindow;
12323
0
    IM_ASSERT(g.NavMoveDir == ImGuiDir_None);
12324
0
    if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
12325
0
        return;
12326
12327
0
    const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
12328
0
    if (!tab_pressed)
12329
0
        return;
12330
12331
    // Initiate tabbing request
12332
    // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)
12333
    // Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests.
12334
    // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
12335
0
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12336
0
    if (nav_keyboard_active)
12337
0
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1;
12338
0
    else
12339
0
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
12340
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_Activate;
12341
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
12342
0
    ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
12343
0
    NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
12344
0
    g.NavTabbingCounter = -1;
12345
0
}
12346
12347
// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
12348
void ImGui::NavMoveRequestApplyResult()
12349
0
{
12350
0
    ImGuiContext& g = *GImGui;
12351
#if IMGUI_DEBUG_NAV_SCORING
12352
    if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times
12353
        return;
12354
#endif
12355
12356
    // Select which result to use
12357
0
    ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
12358
12359
    // Tabbing forward wrap
12360
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && result == NULL)
12361
0
        if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)
12362
0
            result = &g.NavTabbingResultFirst;
12363
12364
    // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
12365
0
    const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
12366
0
    if (result == NULL)
12367
0
    {
12368
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)
12369
0
            g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight;
12370
0
        if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
12371
0
            NavRestoreHighlightAfterMove();
12372
0
        NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis.
12373
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n");
12374
0
        return;
12375
0
    }
12376
12377
    // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
12378
0
    if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
12379
0
        if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)
12380
0
            result = &g.NavMoveResultLocalVisible;
12381
12382
    // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
12383
0
    if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
12384
0
        if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
12385
0
            result = &g.NavMoveResultOther;
12386
0
    IM_ASSERT(g.NavWindow && result->Window);
12387
12388
    // Scroll to keep newly navigated item fully into view.
12389
0
    if (g.NavLayer == ImGuiNavLayer_Main)
12390
0
    {
12391
0
        ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);
12392
0
        ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
12393
12394
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
12395
0
        {
12396
            // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge?
12397
0
            float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
12398
0
            SetScrollY(result->Window, scroll_target);
12399
0
        }
12400
0
    }
12401
12402
0
    if (g.NavWindow != result->Window)
12403
0
    {
12404
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);
12405
0
        g.NavWindow = result->Window;
12406
0
    }
12407
0
    if (g.ActiveId != result->ID)
12408
0
        ClearActiveID();
12409
0
    if (g.NavId != result->ID && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0)
12410
0
    {
12411
        // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
12412
0
        g.NavJustMovedToId = result->ID;
12413
0
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12414
0
        g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
12415
0
    }
12416
12417
    // Apply new NavID/Focus
12418
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12419
0
    ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer];
12420
0
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12421
12422
    // Restore last preferred position for current axis
12423
    // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..)
12424
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) == 0)
12425
0
    {
12426
0
        preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis];
12427
0
        g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel;
12428
0
    }
12429
12430
    // Tabbing: Activates Inputable, otherwise only Focus
12431
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable) == 0)
12432
0
        g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate;
12433
12434
    // Activate
12435
0
    if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)
12436
0
    {
12437
0
        g.NavNextActivateId = result->ID;
12438
0
        g.NavNextActivateFlags = ImGuiActivateFlags_None;
12439
0
        g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight;
12440
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)
12441
0
            g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState;
12442
0
    }
12443
12444
    // Enable nav highlight
12445
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
12446
0
        NavRestoreHighlightAfterMove();
12447
0
}
12448
12449
// Process NavCancel input (to close a popup, get back to parent, clear focus)
12450
// FIXME: In order to support e.g. Escape to clear a selection we'll need:
12451
// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.
12452
// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept
12453
static void ImGui::NavUpdateCancelRequest()
12454
0
{
12455
0
    ImGuiContext& g = *GImGui;
12456
0
    const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12457
0
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12458
0
    if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None)))
12459
0
        return;
12460
12461
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
12462
0
    if (g.ActiveId != 0)
12463
0
    {
12464
0
        ClearActiveID();
12465
0
    }
12466
0
    else if (g.NavLayer != ImGuiNavLayer_Main)
12467
0
    {
12468
        // Leave the "menu" layer
12469
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12470
0
        NavRestoreHighlightAfterMove();
12471
0
    }
12472
0
    else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
12473
0
    {
12474
        // Exit child window
12475
0
        ImGuiWindow* child_window = g.NavWindow;
12476
0
        ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
12477
0
        IM_ASSERT(child_window->ChildId != 0);
12478
0
        ImRect child_rect = child_window->Rect();
12479
0
        FocusWindow(parent_window);
12480
0
        SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect));
12481
0
        NavRestoreHighlightAfterMove();
12482
0
    }
12483
0
    else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
12484
0
    {
12485
        // Close open popup/menu
12486
0
        ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
12487
0
    }
12488
0
    else
12489
0
    {
12490
        // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
12491
0
        if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
12492
0
            g.NavWindow->NavLastIds[0] = 0;
12493
0
        g.NavId = 0;
12494
0
    }
12495
0
}
12496
12497
// Handle PageUp/PageDown/Home/End keys
12498
// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
12499
// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
12500
// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?
12501
static float ImGui::NavUpdatePageUpPageDown()
12502
0
{
12503
0
    ImGuiContext& g = *GImGui;
12504
0
    ImGuiWindow* window = g.NavWindow;
12505
0
    if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
12506
0
        return 0.0f;
12507
12508
0
    const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None);
12509
0
    const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None);
12510
0
    const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12511
0
    const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12512
0
    if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
12513
0
        return 0.0f;
12514
12515
0
    if (g.NavLayer != ImGuiNavLayer_Main)
12516
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12517
12518
0
    if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY)
12519
0
    {
12520
        // Fallback manual-scroll when window has no navigable item
12521
0
        if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12522
0
            SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
12523
0
        else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12524
0
            SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
12525
0
        else if (home_pressed)
12526
0
            SetScrollY(window, 0.0f);
12527
0
        else if (end_pressed)
12528
0
            SetScrollY(window, window->ScrollMax.y);
12529
0
    }
12530
0
    else
12531
0
    {
12532
0
        ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
12533
0
        const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
12534
0
        float nav_scoring_rect_offset_y = 0.0f;
12535
0
        if (IsKeyPressed(ImGuiKey_PageUp, true))
12536
0
        {
12537
0
            nav_scoring_rect_offset_y = -page_offset_y;
12538
0
            g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
12539
0
            g.NavMoveClipDir = ImGuiDir_Up;
12540
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
12541
0
        }
12542
0
        else if (IsKeyPressed(ImGuiKey_PageDown, true))
12543
0
        {
12544
0
            nav_scoring_rect_offset_y = +page_offset_y;
12545
0
            g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
12546
0
            g.NavMoveClipDir = ImGuiDir_Down;
12547
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
12548
0
        }
12549
0
        else if (home_pressed)
12550
0
        {
12551
            // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
12552
            // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.
12553
            // Preserve current horizontal position if we have any.
12554
0
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;
12555
0
            if (nav_rect_rel.IsInverted())
12556
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12557
0
            g.NavMoveDir = ImGuiDir_Down;
12558
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12559
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12560
0
        }
12561
0
        else if (end_pressed)
12562
0
        {
12563
0
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;
12564
0
            if (nav_rect_rel.IsInverted())
12565
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12566
0
            g.NavMoveDir = ImGuiDir_Up;
12567
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12568
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12569
0
        }
12570
0
        return nav_scoring_rect_offset_y;
12571
0
    }
12572
0
    return 0.0f;
12573
0
}
12574
12575
static void ImGui::NavEndFrame()
12576
0
{
12577
0
    ImGuiContext& g = *GImGui;
12578
12579
    // Show CTRL+TAB list window
12580
0
    if (g.NavWindowingTarget != NULL)
12581
0
        NavUpdateWindowingOverlay();
12582
12583
    // Perform wrap-around in menus
12584
    // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.
12585
    // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
12586
0
    if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
12587
0
        NavUpdateCreateWrappingRequest();
12588
0
}
12589
12590
static void ImGui::NavUpdateCreateWrappingRequest()
12591
0
{
12592
0
    ImGuiContext& g = *GImGui;
12593
0
    ImGuiWindow* window = g.NavWindow;
12594
12595
0
    bool do_forward = false;
12596
0
    ImRect bb_rel = window->NavRectRel[g.NavLayer];
12597
0
    ImGuiDir clip_dir = g.NavMoveDir;
12598
12599
0
    const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
12600
    //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
12601
0
    if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12602
0
    {
12603
0
        bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;
12604
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12605
0
        {
12606
0
            bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row
12607
0
            clip_dir = ImGuiDir_Up;
12608
0
        }
12609
0
        do_forward = true;
12610
0
    }
12611
0
    if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12612
0
    {
12613
0
        bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;
12614
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12615
0
        {
12616
0
            bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row
12617
0
            clip_dir = ImGuiDir_Down;
12618
0
        }
12619
0
        do_forward = true;
12620
0
    }
12621
0
    if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12622
0
    {
12623
0
        bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;
12624
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12625
0
        {
12626
0
            bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column
12627
0
            clip_dir = ImGuiDir_Left;
12628
0
        }
12629
0
        do_forward = true;
12630
0
    }
12631
0
    if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12632
0
    {
12633
0
        bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;
12634
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12635
0
        {
12636
0
            bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column
12637
0
            clip_dir = ImGuiDir_Right;
12638
0
        }
12639
0
        do_forward = true;
12640
0
    }
12641
0
    if (!do_forward)
12642
0
        return;
12643
0
    window->NavRectRel[g.NavLayer] = bb_rel;
12644
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
12645
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
12646
0
    NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
12647
0
}
12648
12649
static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
12650
0
{
12651
0
    ImGuiContext& g = *GImGui;
12652
0
    IM_UNUSED(g);
12653
0
    int order = window->FocusOrder;
12654
0
    IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
12655
0
    IM_ASSERT(g.WindowsFocusOrder[order] == window);
12656
0
    return order;
12657
0
}
12658
12659
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
12660
0
{
12661
0
    ImGuiContext& g = *GImGui;
12662
0
    for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
12663
0
        if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
12664
0
            return g.WindowsFocusOrder[i];
12665
0
    return NULL;
12666
0
}
12667
12668
static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
12669
0
{
12670
0
    ImGuiContext& g = *GImGui;
12671
0
    IM_ASSERT(g.NavWindowingTarget);
12672
0
    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
12673
0
        return;
12674
12675
0
    const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);
12676
0
    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
12677
0
    if (!window_target)
12678
0
        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
12679
0
    if (window_target) // Don't reset windowing target if there's a single window in the list
12680
0
    {
12681
0
        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
12682
0
        g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12683
0
    }
12684
0
    g.NavWindowingToggleLayer = false;
12685
0
}
12686
12687
// Windowing management mode
12688
// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
12689
// Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
12690
static void ImGui::NavUpdateWindowing()
12691
0
{
12692
0
    ImGuiContext& g = *GImGui;
12693
0
    ImGuiIO& io = g.IO;
12694
12695
0
    ImGuiWindow* apply_focus_window = NULL;
12696
0
    bool apply_toggle_layer = false;
12697
12698
0
    ImGuiWindow* modal_window = GetTopMostPopupModal();
12699
0
    bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal.
12700
0
    if (!allow_windowing)
12701
0
        g.NavWindowingTarget = NULL;
12702
12703
    // Fade out
12704
0
    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
12705
0
    {
12706
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);
12707
0
        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
12708
0
            g.NavWindowingTargetAnim = NULL;
12709
0
    }
12710
12711
    // Start CTRL+Tab or Square+L/R window selection
12712
0
    const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing");
12713
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12714
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12715
0
    const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
12716
0
    const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
12717
0
    const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None);
12718
0
    const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
12719
0
    if (start_windowing_with_gamepad || start_windowing_with_keyboard)
12720
0
        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
12721
0
        {
12722
0
            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
12723
0
            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
12724
0
            g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12725
0
            g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
12726
0
            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
12727
12728
            // Register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHigh in the Shortcut() calls instead would probably be correct but may have more side-effects.
12729
0
            if (keyboard_next_window || keyboard_prev_window)
12730
0
                SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id);
12731
0
        }
12732
12733
    // Gamepad update
12734
0
    g.NavWindowingTimer += io.DeltaTime;
12735
0
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
12736
0
    {
12737
        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
12738
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
12739
12740
        // Select window to focus
12741
0
        const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
12742
0
        if (focus_change_dir != 0)
12743
0
        {
12744
0
            NavUpdateWindowingHighlightWindow(focus_change_dir);
12745
0
            g.NavWindowingHighlightAlpha = 1.0f;
12746
0
        }
12747
12748
        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
12749
0
        if (!IsKeyDown(ImGuiKey_NavGamepadMenu))
12750
0
        {
12751
0
            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
12752
0
            if (g.NavWindowingToggleLayer && g.NavWindow)
12753
0
                apply_toggle_layer = true;
12754
0
            else if (!g.NavWindowingToggleLayer)
12755
0
                apply_focus_window = g.NavWindowingTarget;
12756
0
            g.NavWindowingTarget = NULL;
12757
0
        }
12758
0
    }
12759
12760
    // Keyboard: Focus
12761
0
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
12762
0
    {
12763
        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
12764
0
        ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
12765
0
        IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
12766
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
12767
0
        if (keyboard_next_window || keyboard_prev_window)
12768
0
            NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1);
12769
0
        else if ((io.KeyMods & shared_mods) != shared_mods)
12770
0
            apply_focus_window = g.NavWindowingTarget;
12771
0
    }
12772
12773
    // Keyboard: Press and Release ALT to toggle menu layer
12774
    // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
12775
    // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
12776
0
    if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None))
12777
0
    {
12778
0
        g.NavWindowingToggleLayer = true;
12779
0
        g.NavInputSource = ImGuiInputSource_Keyboard;
12780
0
    }
12781
0
    if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
12782
0
    {
12783
        // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
12784
        // We cancel toggling nav layer when other modifiers are pressed. (See #4439)
12785
        // We cancel toggling nav layer if an owner has claimed the key.
12786
0
        if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false)
12787
0
            g.NavWindowingToggleLayer = false;
12788
12789
        // Apply layer toggle on release
12790
        // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
12791
0
        if (IsKeyReleased(ImGuiMod_Alt) && g.NavWindowingToggleLayer)
12792
0
            if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
12793
0
                if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
12794
0
                    apply_toggle_layer = true;
12795
0
        if (!IsKeyDown(ImGuiMod_Alt))
12796
0
            g.NavWindowingToggleLayer = false;
12797
0
    }
12798
12799
    // Move window
12800
0
    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
12801
0
    {
12802
0
        ImVec2 nav_move_dir;
12803
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
12804
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
12805
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
12806
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
12807
0
        if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)
12808
0
        {
12809
0
            const float NAV_MOVE_SPEED = 800.0f;
12810
0
            const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
12811
0
            g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
12812
0
            g.NavDisableMouseHover = true;
12813
0
            ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaPos);
12814
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
12815
0
            {
12816
0
                ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree;
12817
0
                SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always);
12818
0
                g.NavWindowingAccumDeltaPos -= accum_floored;
12819
0
            }
12820
0
        }
12821
0
    }
12822
12823
    // Apply final focus
12824
0
    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
12825
0
    {
12826
        // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow()
12827
        // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow()
12828
0
        ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
12829
0
        ClearActiveID();
12830
0
        NavRestoreHighlightAfterMove();
12831
0
        ClosePopupsOverWindow(apply_focus_window, false);
12832
0
        FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild);
12833
0
        apply_focus_window = g.NavWindow;
12834
0
        if (apply_focus_window->NavLastIds[0] == 0)
12835
0
            NavInitWindow(apply_focus_window, false);
12836
12837
        // If the window has ONLY a menu layer (no main layer), select it directly
12838
        // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
12839
        // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
12840
        // the target window as already been previewed once.
12841
        // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
12842
        // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
12843
        // won't be valid.
12844
0
        if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
12845
0
            g.NavLayer = ImGuiNavLayer_Menu;
12846
12847
        // Request OS level focus
12848
0
        if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus)
12849
0
            g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport);
12850
0
    }
12851
0
    if (apply_focus_window)
12852
0
        g.NavWindowingTarget = NULL;
12853
12854
    // Apply menu/layer toggle
12855
0
    if (apply_toggle_layer && g.NavWindow)
12856
0
    {
12857
0
        ClearActiveID();
12858
12859
        // Move to parent menu if necessary
12860
0
        ImGuiWindow* new_nav_window = g.NavWindow;
12861
0
        while (new_nav_window->ParentWindow
12862
0
            && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
12863
0
            && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
12864
0
            && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
12865
0
            new_nav_window = new_nav_window->ParentWindow;
12866
0
        if (new_nav_window != g.NavWindow)
12867
0
        {
12868
0
            ImGuiWindow* old_nav_window = g.NavWindow;
12869
0
            FocusWindow(new_nav_window);
12870
0
            new_nav_window->NavLastChildNavWindow = old_nav_window;
12871
0
        }
12872
12873
        // Toggle layer
12874
0
        const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
12875
0
        if (new_nav_layer != g.NavLayer)
12876
0
        {
12877
            // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
12878
0
            const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL);
12879
0
            if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id)
12880
0
                g.NavWindow->NavLastIds[new_nav_layer] = 0;
12881
0
            NavRestoreLayer(new_nav_layer);
12882
0
            NavRestoreHighlightAfterMove();
12883
0
        }
12884
0
    }
12885
0
}
12886
12887
// Window has already passed the IsWindowNavFocusable()
12888
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
12889
0
{
12890
0
    if (window->Flags & ImGuiWindowFlags_Popup)
12891
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);
12892
0
    if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
12893
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);
12894
0
    if (window->DockNodeAsHost)
12895
0
        return "(Dock node)"; // Not normally shown to user.
12896
0
    return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);
12897
0
}
12898
12899
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
12900
void ImGui::NavUpdateWindowingOverlay()
12901
0
{
12902
0
    ImGuiContext& g = *GImGui;
12903
0
    IM_ASSERT(g.NavWindowingTarget != NULL);
12904
12905
0
    if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
12906
0
        return;
12907
12908
0
    if (g.NavWindowingListWindow == NULL)
12909
0
        g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
12910
0
    const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport();
12911
0
    SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
12912
0
    SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
12913
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
12914
0
    Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
12915
0
    for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
12916
0
    {
12917
0
        ImGuiWindow* window = g.WindowsFocusOrder[n];
12918
0
        IM_ASSERT(window != NULL); // Fix static analyzers
12919
0
        if (!IsWindowNavFocusable(window))
12920
0
            continue;
12921
0
        const char* label = window->Name;
12922
0
        if (label == FindRenderedTextEnd(label))
12923
0
            label = GetFallbackWindowNameForWindowingList(window);
12924
0
        Selectable(label, g.NavWindowingTarget == window);
12925
0
    }
12926
0
    End();
12927
0
    PopStyleVar();
12928
0
}
12929
12930
12931
//-----------------------------------------------------------------------------
12932
// [SECTION] DRAG AND DROP
12933
//-----------------------------------------------------------------------------
12934
12935
bool ImGui::IsDragDropActive()
12936
0
{
12937
0
    ImGuiContext& g = *GImGui;
12938
0
    return g.DragDropActive;
12939
0
}
12940
12941
void ImGui::ClearDragDrop()
12942
0
{
12943
0
    ImGuiContext& g = *GImGui;
12944
0
    g.DragDropActive = false;
12945
0
    g.DragDropPayload.Clear();
12946
0
    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
12947
0
    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
12948
0
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
12949
0
    g.DragDropAcceptFrameCount = -1;
12950
12951
0
    g.DragDropPayloadBufHeap.clear();
12952
0
    memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
12953
0
}
12954
12955
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
12956
// If the item has an identifier:
12957
// - This assume/require the item to be activated (typically via ButtonBehavior).
12958
// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.
12959
// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.
12960
// If the item has no identifier:
12961
// - Currently always assume left mouse button.
12962
bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
12963
0
{
12964
0
    ImGuiContext& g = *GImGui;
12965
0
    ImGuiWindow* window = g.CurrentWindow;
12966
12967
    // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,
12968
    // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).
12969
0
    ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
12970
12971
0
    bool source_drag_active = false;
12972
0
    ImGuiID source_id = 0;
12973
0
    ImGuiID source_parent_id = 0;
12974
0
    if (!(flags & ImGuiDragDropFlags_SourceExtern))
12975
0
    {
12976
0
        source_id = g.LastItemData.ID;
12977
0
        if (source_id != 0)
12978
0
        {
12979
            // Common path: items with ID
12980
0
            if (g.ActiveId != source_id)
12981
0
                return false;
12982
0
            if (g.ActiveIdMouseButton != -1)
12983
0
                mouse_button = g.ActiveIdMouseButton;
12984
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
12985
0
                return false;
12986
0
            g.ActiveIdAllowOverlap = false;
12987
0
        }
12988
0
        else
12989
0
        {
12990
            // Uncommon path: items without ID
12991
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
12992
0
                return false;
12993
0
            if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
12994
0
                return false;
12995
12996
            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
12997
            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.
12998
0
            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
12999
0
            {
13000
0
                IM_ASSERT(0);
13001
0
                return false;
13002
0
            }
13003
13004
            // Magic fallback to handle items with no assigned ID, e.g. Text(), Image()
13005
            // We build a throwaway ID based on current ID stack + relative AABB of items in window.
13006
            // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
13007
            // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
13008
            // Rely on keeping other window->LastItemXXX fields intact.
13009
0
            source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);
13010
0
            KeepAliveID(source_id);
13011
0
            bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id);
13012
0
            if (is_hovered && g.IO.MouseClicked[mouse_button])
13013
0
            {
13014
0
                SetActiveID(source_id, window);
13015
0
                FocusWindow(window);
13016
0
            }
13017
0
            if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
13018
0
                g.ActiveIdAllowOverlap = is_hovered;
13019
0
        }
13020
0
        if (g.ActiveId != source_id)
13021
0
            return false;
13022
0
        source_parent_id = window->IDStack.back();
13023
0
        source_drag_active = IsMouseDragging(mouse_button);
13024
13025
        // Disable navigation and key inputs while dragging + cancel existing request if any
13026
0
        SetActiveIdUsingAllKeyboardKeys();
13027
0
    }
13028
0
    else
13029
0
    {
13030
0
        window = NULL;
13031
0
        source_id = ImHashStr("#SourceExtern");
13032
0
        source_drag_active = true;
13033
0
    }
13034
13035
0
    if (source_drag_active)
13036
0
    {
13037
0
        if (!g.DragDropActive)
13038
0
        {
13039
0
            IM_ASSERT(source_id != 0);
13040
0
            ClearDragDrop();
13041
0
            ImGuiPayload& payload = g.DragDropPayload;
13042
0
            payload.SourceId = source_id;
13043
0
            payload.SourceParentId = source_parent_id;
13044
0
            g.DragDropActive = true;
13045
0
            g.DragDropSourceFlags = flags;
13046
0
            g.DragDropMouseButton = mouse_button;
13047
0
            if (payload.SourceId == g.ActiveId)
13048
0
                g.ActiveIdNoClearOnFocusLoss = true;
13049
0
        }
13050
0
        g.DragDropSourceFrameCount = g.FrameCount;
13051
0
        g.DragDropWithinSource = true;
13052
13053
0
        if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
13054
0
        {
13055
            // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
13056
            // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
13057
0
            bool ret = BeginTooltip();
13058
0
            IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame().
13059
0
            IM_UNUSED(ret);
13060
13061
0
            if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
13062
0
                SetWindowHiddendAndSkipItemsForCurrentFrame(g.CurrentWindow);
13063
0
        }
13064
13065
0
        if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
13066
0
            g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
13067
13068
0
        return true;
13069
0
    }
13070
0
    return false;
13071
0
}
13072
13073
void ImGui::EndDragDropSource()
13074
0
{
13075
0
    ImGuiContext& g = *GImGui;
13076
0
    IM_ASSERT(g.DragDropActive);
13077
0
    IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");
13078
13079
0
    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
13080
0
        EndTooltip();
13081
13082
    // Discard the drag if have not called SetDragDropPayload()
13083
0
    if (g.DragDropPayload.DataFrameCount == -1)
13084
0
        ClearDragDrop();
13085
0
    g.DragDropWithinSource = false;
13086
0
}
13087
13088
// Use 'cond' to choose to submit payload on drag start or every frame
13089
bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
13090
0
{
13091
0
    ImGuiContext& g = *GImGui;
13092
0
    ImGuiPayload& payload = g.DragDropPayload;
13093
0
    if (cond == 0)
13094
0
        cond = ImGuiCond_Always;
13095
13096
0
    IM_ASSERT(type != NULL);
13097
0
    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
13098
0
    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
13099
0
    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
13100
0
    IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()
13101
13102
0
    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
13103
0
    {
13104
        // Copy payload
13105
0
        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
13106
0
        g.DragDropPayloadBufHeap.resize(0);
13107
0
        if (data_size > sizeof(g.DragDropPayloadBufLocal))
13108
0
        {
13109
            // Store in heap
13110
0
            g.DragDropPayloadBufHeap.resize((int)data_size);
13111
0
            payload.Data = g.DragDropPayloadBufHeap.Data;
13112
0
            memcpy(payload.Data, data, data_size);
13113
0
        }
13114
0
        else if (data_size > 0)
13115
0
        {
13116
            // Store locally
13117
0
            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
13118
0
            payload.Data = g.DragDropPayloadBufLocal;
13119
0
            memcpy(payload.Data, data, data_size);
13120
0
        }
13121
0
        else
13122
0
        {
13123
0
            payload.Data = NULL;
13124
0
        }
13125
0
        payload.DataSize = (int)data_size;
13126
0
    }
13127
0
    payload.DataFrameCount = g.FrameCount;
13128
13129
    // Return whether the payload has been accepted
13130
0
    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
13131
0
}
13132
13133
bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
13134
0
{
13135
0
    ImGuiContext& g = *GImGui;
13136
0
    if (!g.DragDropActive)
13137
0
        return false;
13138
13139
0
    ImGuiWindow* window = g.CurrentWindow;
13140
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13141
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree)
13142
0
        return false;
13143
0
    IM_ASSERT(id != 0);
13144
0
    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
13145
0
        return false;
13146
0
    if (window->SkipItems)
13147
0
        return false;
13148
13149
0
    IM_ASSERT(g.DragDropWithinTarget == false);
13150
0
    g.DragDropTargetRect = bb;
13151
0
    g.DragDropTargetId = id;
13152
0
    g.DragDropWithinTarget = true;
13153
0
    return true;
13154
0
}
13155
13156
// We don't use BeginDragDropTargetCustom() and duplicate its code because:
13157
// 1) we use LastItemRectHoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
13158
// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
13159
// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
13160
bool ImGui::BeginDragDropTarget()
13161
0
{
13162
0
    ImGuiContext& g = *GImGui;
13163
0
    if (!g.DragDropActive)
13164
0
        return false;
13165
13166
0
    ImGuiWindow* window = g.CurrentWindow;
13167
0
    if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
13168
0
        return false;
13169
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13170
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems)
13171
0
        return false;
13172
13173
0
    const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
13174
0
    ImGuiID id = g.LastItemData.ID;
13175
0
    if (id == 0)
13176
0
    {
13177
0
        id = window->GetIDFromRectangle(display_rect);
13178
0
        KeepAliveID(id);
13179
0
    }
13180
0
    if (g.DragDropPayload.SourceId == id)
13181
0
        return false;
13182
13183
0
    IM_ASSERT(g.DragDropWithinTarget == false);
13184
0
    g.DragDropTargetRect = display_rect;
13185
0
    g.DragDropTargetId = id;
13186
0
    g.DragDropWithinTarget = true;
13187
0
    return true;
13188
0
}
13189
13190
bool ImGui::IsDragDropPayloadBeingAccepted()
13191
0
{
13192
0
    ImGuiContext& g = *GImGui;
13193
0
    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
13194
0
}
13195
13196
const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
13197
0
{
13198
0
    ImGuiContext& g = *GImGui;
13199
0
    ImGuiWindow* window = g.CurrentWindow;
13200
0
    ImGuiPayload& payload = g.DragDropPayload;
13201
0
    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
13202
0
    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?
13203
0
    if (type != NULL && !payload.IsDataType(type))
13204
0
        return NULL;
13205
13206
    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
13207
    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
13208
0
    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
13209
0
    ImRect r = g.DragDropTargetRect;
13210
0
    float r_surface = r.GetWidth() * r.GetHeight();
13211
0
    if (r_surface > g.DragDropAcceptIdCurrRectSurface)
13212
0
        return NULL;
13213
13214
0
    g.DragDropAcceptFlags = flags;
13215
0
    g.DragDropAcceptIdCurr = g.DragDropTargetId;
13216
0
    g.DragDropAcceptIdCurrRectSurface = r_surface;
13217
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId);
13218
13219
    // Render default drop visuals
13220
0
    payload.Preview = was_accepted_previously;
13221
0
    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
13222
0
    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
13223
0
        window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
13224
13225
0
    g.DragDropAcceptFrameCount = g.FrameCount;
13226
0
    payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
13227
0
    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
13228
0
        return NULL;
13229
13230
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: return payload\n", g.DragDropTargetId);
13231
0
    return &payload;
13232
0
}
13233
13234
// FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
13235
void ImGui::RenderDragDropTargetRect(const ImRect& bb)
13236
0
{
13237
0
    GetWindowDrawList()->AddRect(bb.Min - ImVec2(3.5f, 3.5f), bb.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
13238
0
}
13239
13240
const ImGuiPayload* ImGui::GetDragDropPayload()
13241
0
{
13242
0
    ImGuiContext& g = *GImGui;
13243
0
    return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL;
13244
0
}
13245
13246
void ImGui::EndDragDropTarget()
13247
0
{
13248
0
    ImGuiContext& g = *GImGui;
13249
0
    IM_ASSERT(g.DragDropActive);
13250
0
    IM_ASSERT(g.DragDropWithinTarget);
13251
0
    g.DragDropWithinTarget = false;
13252
13253
    // Clear drag and drop state payload right after delivery
13254
0
    if (g.DragDropPayload.Delivery)
13255
0
        ClearDragDrop();
13256
0
}
13257
13258
//-----------------------------------------------------------------------------
13259
// [SECTION] LOGGING/CAPTURING
13260
//-----------------------------------------------------------------------------
13261
// All text output from the interface can be captured into tty/file/clipboard.
13262
// By default, tree nodes are automatically opened during logging.
13263
//-----------------------------------------------------------------------------
13264
13265
// Pass text data straight to log (without being displayed)
13266
static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)
13267
0
{
13268
0
    if (g.LogFile)
13269
0
    {
13270
0
        g.LogBuffer.Buf.resize(0);
13271
0
        g.LogBuffer.appendfv(fmt, args);
13272
0
        ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);
13273
0
    }
13274
0
    else
13275
0
    {
13276
0
        g.LogBuffer.appendfv(fmt, args);
13277
0
    }
13278
0
}
13279
13280
void ImGui::LogText(const char* fmt, ...)
13281
0
{
13282
0
    ImGuiContext& g = *GImGui;
13283
0
    if (!g.LogEnabled)
13284
0
        return;
13285
13286
0
    va_list args;
13287
0
    va_start(args, fmt);
13288
0
    LogTextV(g, fmt, args);
13289
0
    va_end(args);
13290
0
}
13291
13292
void ImGui::LogTextV(const char* fmt, va_list args)
13293
0
{
13294
0
    ImGuiContext& g = *GImGui;
13295
0
    if (!g.LogEnabled)
13296
0
        return;
13297
13298
0
    LogTextV(g, fmt, args);
13299
0
}
13300
13301
// Internal version that takes a position to decide on newline placement and pad items according to their depth.
13302
// We split text into individual lines to add current tree level padding
13303
// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.
13304
void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
13305
0
{
13306
0
    ImGuiContext& g = *GImGui;
13307
0
    ImGuiWindow* window = g.CurrentWindow;
13308
13309
0
    const char* prefix = g.LogNextPrefix;
13310
0
    const char* suffix = g.LogNextSuffix;
13311
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13312
13313
0
    if (!text_end)
13314
0
        text_end = FindRenderedTextEnd(text, text_end);
13315
13316
0
    const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);
13317
0
    if (ref_pos)
13318
0
        g.LogLinePosY = ref_pos->y;
13319
0
    if (log_new_line)
13320
0
    {
13321
0
        LogText(IM_NEWLINE);
13322
0
        g.LogLineFirstItem = true;
13323
0
    }
13324
13325
0
    if (prefix)
13326
0
        LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.
13327
13328
    // Re-adjust padding if we have popped out of our starting depth
13329
0
    if (g.LogDepthRef > window->DC.TreeDepth)
13330
0
        g.LogDepthRef = window->DC.TreeDepth;
13331
0
    const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
13332
13333
0
    const char* text_remaining = text;
13334
0
    for (;;)
13335
0
    {
13336
        // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.
13337
        // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.
13338
0
        const char* line_start = text_remaining;
13339
0
        const char* line_end = ImStreolRange(line_start, text_end);
13340
0
        const bool is_last_line = (line_end == text_end);
13341
0
        if (line_start != line_end || !is_last_line)
13342
0
        {
13343
0
            const int line_length = (int)(line_end - line_start);
13344
0
            const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;
13345
0
            LogText("%*s%.*s", indentation, "", line_length, line_start);
13346
0
            g.LogLineFirstItem = false;
13347
0
            if (*line_end == '\n')
13348
0
            {
13349
0
                LogText(IM_NEWLINE);
13350
0
                g.LogLineFirstItem = true;
13351
0
            }
13352
0
        }
13353
0
        if (is_last_line)
13354
0
            break;
13355
0
        text_remaining = line_end + 1;
13356
0
    }
13357
13358
0
    if (suffix)
13359
0
        LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));
13360
0
}
13361
13362
// Start logging/capturing text output
13363
void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
13364
0
{
13365
0
    ImGuiContext& g = *GImGui;
13366
0
    ImGuiWindow* window = g.CurrentWindow;
13367
0
    IM_ASSERT(g.LogEnabled == false);
13368
0
    IM_ASSERT(g.LogFile == NULL);
13369
0
    IM_ASSERT(g.LogBuffer.empty());
13370
0
    g.LogEnabled = true;
13371
0
    g.LogType = type;
13372
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13373
0
    g.LogDepthRef = window->DC.TreeDepth;
13374
0
    g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
13375
0
    g.LogLinePosY = FLT_MAX;
13376
0
    g.LogLineFirstItem = true;
13377
0
}
13378
13379
// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)
13380
void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)
13381
0
{
13382
0
    ImGuiContext& g = *GImGui;
13383
0
    g.LogNextPrefix = prefix;
13384
0
    g.LogNextSuffix = suffix;
13385
0
}
13386
13387
void ImGui::LogToTTY(int auto_open_depth)
13388
0
{
13389
0
    ImGuiContext& g = *GImGui;
13390
0
    if (g.LogEnabled)
13391
0
        return;
13392
0
    IM_UNUSED(auto_open_depth);
13393
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13394
0
    LogBegin(ImGuiLogType_TTY, auto_open_depth);
13395
0
    g.LogFile = stdout;
13396
0
#endif
13397
0
}
13398
13399
// Start logging/capturing text output to given file
13400
void ImGui::LogToFile(int auto_open_depth, const char* filename)
13401
0
{
13402
0
    ImGuiContext& g = *GImGui;
13403
0
    if (g.LogEnabled)
13404
0
        return;
13405
13406
    // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
13407
    // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
13408
    // By opening the file in binary mode "ab" we have consistent output everywhere.
13409
0
    if (!filename)
13410
0
        filename = g.IO.LogFilename;
13411
0
    if (!filename || !filename[0])
13412
0
        return;
13413
0
    ImFileHandle f = ImFileOpen(filename, "ab");
13414
0
    if (!f)
13415
0
    {
13416
0
        IM_ASSERT(0);
13417
0
        return;
13418
0
    }
13419
13420
0
    LogBegin(ImGuiLogType_File, auto_open_depth);
13421
0
    g.LogFile = f;
13422
0
}
13423
13424
// Start logging/capturing text output to clipboard
13425
void ImGui::LogToClipboard(int auto_open_depth)
13426
0
{
13427
0
    ImGuiContext& g = *GImGui;
13428
0
    if (g.LogEnabled)
13429
0
        return;
13430
0
    LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
13431
0
}
13432
13433
void ImGui::LogToBuffer(int auto_open_depth)
13434
0
{
13435
0
    ImGuiContext& g = *GImGui;
13436
0
    if (g.LogEnabled)
13437
0
        return;
13438
0
    LogBegin(ImGuiLogType_Buffer, auto_open_depth);
13439
0
}
13440
13441
void ImGui::LogFinish()
13442
0
{
13443
0
    ImGuiContext& g = *GImGui;
13444
0
    if (!g.LogEnabled)
13445
0
        return;
13446
13447
0
    LogText(IM_NEWLINE);
13448
0
    switch (g.LogType)
13449
0
    {
13450
0
    case ImGuiLogType_TTY:
13451
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13452
0
        fflush(g.LogFile);
13453
0
#endif
13454
0
        break;
13455
0
    case ImGuiLogType_File:
13456
0
        ImFileClose(g.LogFile);
13457
0
        break;
13458
0
    case ImGuiLogType_Buffer:
13459
0
        break;
13460
0
    case ImGuiLogType_Clipboard:
13461
0
        if (!g.LogBuffer.empty())
13462
0
            SetClipboardText(g.LogBuffer.begin());
13463
0
        break;
13464
0
    case ImGuiLogType_None:
13465
0
        IM_ASSERT(0);
13466
0
        break;
13467
0
    }
13468
13469
0
    g.LogEnabled = false;
13470
0
    g.LogType = ImGuiLogType_None;
13471
0
    g.LogFile = NULL;
13472
0
    g.LogBuffer.clear();
13473
0
}
13474
13475
// Helper to display logging buttons
13476
// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
13477
void ImGui::LogButtons()
13478
0
{
13479
0
    ImGuiContext& g = *GImGui;
13480
13481
0
    PushID("LogButtons");
13482
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13483
0
    const bool log_to_tty = Button("Log To TTY"); SameLine();
13484
#else
13485
    const bool log_to_tty = false;
13486
#endif
13487
0
    const bool log_to_file = Button("Log To File"); SameLine();
13488
0
    const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
13489
0
    PushTabStop(false);
13490
0
    SetNextItemWidth(80.0f);
13491
0
    SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
13492
0
    PopTabStop();
13493
0
    PopID();
13494
13495
    // Start logging at the end of the function so that the buttons don't appear in the log
13496
0
    if (log_to_tty)
13497
0
        LogToTTY();
13498
0
    if (log_to_file)
13499
0
        LogToFile();
13500
0
    if (log_to_clipboard)
13501
0
        LogToClipboard();
13502
0
}
13503
13504
13505
//-----------------------------------------------------------------------------
13506
// [SECTION] SETTINGS
13507
//-----------------------------------------------------------------------------
13508
// - UpdateSettings() [Internal]
13509
// - MarkIniSettingsDirty() [Internal]
13510
// - FindSettingsHandler() [Internal]
13511
// - ClearIniSettings() [Internal]
13512
// - LoadIniSettingsFromDisk()
13513
// - LoadIniSettingsFromMemory()
13514
// - SaveIniSettingsToDisk()
13515
// - SaveIniSettingsToMemory()
13516
//-----------------------------------------------------------------------------
13517
// - CreateNewWindowSettings() [Internal]
13518
// - FindWindowSettingsByID() [Internal]
13519
// - FindWindowSettingsByWindow() [Internal]
13520
// - ClearWindowSettings() [Internal]
13521
// - WindowSettingsHandler_***() [Internal]
13522
//-----------------------------------------------------------------------------
13523
13524
// Called by NewFrame()
13525
void ImGui::UpdateSettings()
13526
0
{
13527
    // Load settings on first frame (if not explicitly loaded manually before)
13528
0
    ImGuiContext& g = *GImGui;
13529
0
    if (!g.SettingsLoaded)
13530
0
    {
13531
0
        IM_ASSERT(g.SettingsWindows.empty());
13532
0
        if (g.IO.IniFilename)
13533
0
            LoadIniSettingsFromDisk(g.IO.IniFilename);
13534
0
        g.SettingsLoaded = true;
13535
0
    }
13536
13537
    // Save settings (with a delay after the last modification, so we don't spam disk too much)
13538
0
    if (g.SettingsDirtyTimer > 0.0f)
13539
0
    {
13540
0
        g.SettingsDirtyTimer -= g.IO.DeltaTime;
13541
0
        if (g.SettingsDirtyTimer <= 0.0f)
13542
0
        {
13543
0
            if (g.IO.IniFilename != NULL)
13544
0
                SaveIniSettingsToDisk(g.IO.IniFilename);
13545
0
            else
13546
0
                g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.
13547
0
            g.SettingsDirtyTimer = 0.0f;
13548
0
        }
13549
0
    }
13550
0
}
13551
13552
void ImGui::MarkIniSettingsDirty()
13553
0
{
13554
0
    ImGuiContext& g = *GImGui;
13555
0
    if (g.SettingsDirtyTimer <= 0.0f)
13556
0
        g.SettingsDirtyTimer = g.IO.IniSavingRate;
13557
0
}
13558
13559
void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
13560
0
{
13561
0
    ImGuiContext& g = *GImGui;
13562
0
    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
13563
0
        if (g.SettingsDirtyTimer <= 0.0f)
13564
0
            g.SettingsDirtyTimer = g.IO.IniSavingRate;
13565
0
}
13566
13567
void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)
13568
0
{
13569
0
    ImGuiContext& g = *GImGui;
13570
0
    IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);
13571
0
    g.SettingsHandlers.push_back(*handler);
13572
0
}
13573
13574
void ImGui::RemoveSettingsHandler(const char* type_name)
13575
0
{
13576
0
    ImGuiContext& g = *GImGui;
13577
0
    if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))
13578
0
        g.SettingsHandlers.erase(handler);
13579
0
}
13580
13581
ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
13582
0
{
13583
0
    ImGuiContext& g = *GImGui;
13584
0
    const ImGuiID type_hash = ImHashStr(type_name);
13585
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13586
0
        if (g.SettingsHandlers[handler_n].TypeHash == type_hash)
13587
0
            return &g.SettingsHandlers[handler_n];
13588
0
    return NULL;
13589
0
}
13590
13591
// Clear all settings (windows, tables, docking etc.)
13592
void ImGui::ClearIniSettings()
13593
0
{
13594
0
    ImGuiContext& g = *GImGui;
13595
0
    g.SettingsIniData.clear();
13596
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13597
0
        if (g.SettingsHandlers[handler_n].ClearAllFn)
13598
0
            g.SettingsHandlers[handler_n].ClearAllFn(&g, &g.SettingsHandlers[handler_n]);
13599
0
}
13600
13601
void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
13602
0
{
13603
0
    size_t file_data_size = 0;
13604
0
    char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
13605
0
    if (!file_data)
13606
0
        return;
13607
0
    if (file_data_size > 0)
13608
0
        LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
13609
0
    IM_FREE(file_data);
13610
0
}
13611
13612
// Zero-tolerance, no error reporting, cheap .ini parsing
13613
// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty!
13614
void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
13615
0
{
13616
0
    ImGuiContext& g = *GImGui;
13617
0
    IM_ASSERT(g.Initialized);
13618
    //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");
13619
    //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
13620
13621
    // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
13622
    // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
13623
0
    if (ini_size == 0)
13624
0
        ini_size = strlen(ini_data);
13625
0
    g.SettingsIniData.Buf.resize((int)ini_size + 1);
13626
0
    char* const buf = g.SettingsIniData.Buf.Data;
13627
0
    char* const buf_end = buf + ini_size;
13628
0
    memcpy(buf, ini_data, ini_size);
13629
0
    buf_end[0] = 0;
13630
13631
    // Call pre-read handlers
13632
    // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
13633
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13634
0
        if (g.SettingsHandlers[handler_n].ReadInitFn)
13635
0
            g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]);
13636
13637
0
    void* entry_data = NULL;
13638
0
    ImGuiSettingsHandler* entry_handler = NULL;
13639
13640
0
    char* line_end = NULL;
13641
0
    for (char* line = buf; line < buf_end; line = line_end + 1)
13642
0
    {
13643
        // Skip new lines markers, then find end of the line
13644
0
        while (*line == '\n' || *line == '\r')
13645
0
            line++;
13646
0
        line_end = line;
13647
0
        while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
13648
0
            line_end++;
13649
0
        line_end[0] = 0;
13650
0
        if (line[0] == ';')
13651
0
            continue;
13652
0
        if (line[0] == '[' && line_end > line && line_end[-1] == ']')
13653
0
        {
13654
            // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
13655
0
            line_end[-1] = 0;
13656
0
            const char* name_end = line_end - 1;
13657
0
            const char* type_start = line + 1;
13658
0
            char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
13659
0
            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
13660
0
            if (!type_end || !name_start)
13661
0
                continue;
13662
0
            *type_end = 0; // Overwrite first ']'
13663
0
            name_start++;  // Skip second '['
13664
0
            entry_handler = FindSettingsHandler(type_start);
13665
0
            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
13666
0
        }
13667
0
        else if (entry_handler != NULL && entry_data != NULL)
13668
0
        {
13669
            // Let type handler parse the line
13670
0
            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
13671
0
        }
13672
0
    }
13673
0
    g.SettingsLoaded = true;
13674
13675
    // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)
13676
0
    memcpy(buf, ini_data, ini_size);
13677
13678
    // Call post-read handlers
13679
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13680
0
        if (g.SettingsHandlers[handler_n].ApplyAllFn)
13681
0
            g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]);
13682
0
}
13683
13684
void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
13685
0
{
13686
0
    ImGuiContext& g = *GImGui;
13687
0
    g.SettingsDirtyTimer = 0.0f;
13688
0
    if (!ini_filename)
13689
0
        return;
13690
13691
0
    size_t ini_data_size = 0;
13692
0
    const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
13693
0
    ImFileHandle f = ImFileOpen(ini_filename, "wt");
13694
0
    if (!f)
13695
0
        return;
13696
0
    ImFileWrite(ini_data, sizeof(char), ini_data_size, f);
13697
0
    ImFileClose(f);
13698
0
}
13699
13700
// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
13701
const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
13702
0
{
13703
0
    ImGuiContext& g = *GImGui;
13704
0
    g.SettingsDirtyTimer = 0.0f;
13705
0
    g.SettingsIniData.Buf.resize(0);
13706
0
    g.SettingsIniData.Buf.push_back(0);
13707
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13708
0
    {
13709
0
        ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n];
13710
0
        handler->WriteAllFn(&g, handler, &g.SettingsIniData);
13711
0
    }
13712
0
    if (out_size)
13713
0
        *out_size = (size_t)g.SettingsIniData.size();
13714
0
    return g.SettingsIniData.c_str();
13715
0
}
13716
13717
ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
13718
0
{
13719
0
    ImGuiContext& g = *GImGui;
13720
13721
0
    if (g.IO.ConfigDebugIniSettings == false)
13722
0
    {
13723
        // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
13724
        // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier.
13725
0
        if (const char* p = strstr(name, "###"))
13726
0
            name = p;
13727
0
    }
13728
0
    const size_t name_len = strlen(name);
13729
13730
    // Allocate chunk
13731
0
    const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
13732
0
    ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
13733
0
    IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
13734
0
    settings->ID = ImHashStr(name, name_len);
13735
0
    memcpy(settings->GetName(), name, name_len + 1);   // Store with zero terminator
13736
13737
0
    return settings;
13738
0
}
13739
13740
// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names.
13741
// This is called once per window .ini entry + once per newly instantiated window.
13742
ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id)
13743
0
{
13744
0
    ImGuiContext& g = *GImGui;
13745
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13746
0
        if (settings->ID == id && !settings->WantDelete)
13747
0
            return settings;
13748
0
    return NULL;
13749
0
}
13750
13751
// This is faster if you are holding on a Window already as we don't need to perform a search.
13752
ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)
13753
0
{
13754
0
    ImGuiContext& g = *GImGui;
13755
0
    if (window->SettingsOffset != -1)
13756
0
        return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);
13757
0
    return FindWindowSettingsByID(window->ID);
13758
0
}
13759
13760
// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more.
13761
void ImGui::ClearWindowSettings(const char* name)
13762
0
{
13763
    //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name);
13764
0
    ImGuiContext& g = *GImGui;
13765
0
    ImGuiWindow* window = FindWindowByName(name);
13766
0
    if (window != NULL)
13767
0
    {
13768
0
        window->Flags |= ImGuiWindowFlags_NoSavedSettings;
13769
0
        InitOrLoadWindowSettings(window, NULL);
13770
0
        if (window->DockId != 0)
13771
0
            DockContextProcessUndockWindow(&g, window, true);
13772
0
    }
13773
0
    if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name)))
13774
0
        settings->WantDelete = true;
13775
0
}
13776
13777
static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
13778
0
{
13779
0
    ImGuiContext& g = *ctx;
13780
0
    for (int i = 0; i != g.Windows.Size; i++)
13781
0
        g.Windows[i]->SettingsOffset = -1;
13782
0
    g.SettingsWindows.clear();
13783
0
}
13784
13785
static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
13786
0
{
13787
0
    ImGuiID id = ImHashStr(name);
13788
0
    ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id);
13789
0
    if (settings)
13790
0
        *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry
13791
0
    else
13792
0
        settings = ImGui::CreateNewWindowSettings(name);
13793
0
    settings->ID = id;
13794
0
    settings->WantApply = true;
13795
0
    return (void*)settings;
13796
0
}
13797
13798
static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
13799
0
{
13800
0
    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
13801
0
    int x, y;
13802
0
    int i;
13803
0
    ImU32 u1;
13804
0
    if (sscanf(line, "Pos=%i,%i", &x, &y) == 2)             { settings->Pos = ImVec2ih((short)x, (short)y); }
13805
0
    else if (sscanf(line, "Size=%i,%i", &x, &y) == 2)       { settings->Size = ImVec2ih((short)x, (short)y); }
13806
0
    else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1)   { settings->ViewportId = u1; }
13807
0
    else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); }
13808
0
    else if (sscanf(line, "Collapsed=%d", &i) == 1)         { settings->Collapsed = (i != 0); }
13809
0
    else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2)  { settings->DockId = u1; settings->DockOrder = (short)i; }
13810
0
    else if (sscanf(line, "DockId=0x%X", &u1) == 1)         { settings->DockId = u1; settings->DockOrder = -1; }
13811
0
    else if (sscanf(line, "ClassId=0x%X", &u1) == 1)        { settings->ClassId = u1; }
13812
0
}
13813
13814
// Apply to existing windows (if any)
13815
static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
13816
0
{
13817
0
    ImGuiContext& g = *ctx;
13818
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13819
0
        if (settings->WantApply)
13820
0
        {
13821
0
            if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))
13822
0
                ApplyWindowSettings(window, settings);
13823
0
            settings->WantApply = false;
13824
0
        }
13825
0
}
13826
13827
static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
13828
0
{
13829
    // Gather data from windows that were active during this session
13830
    // (if a window wasn't opened in this session we preserve its settings)
13831
0
    ImGuiContext& g = *ctx;
13832
0
    for (int i = 0; i != g.Windows.Size; i++)
13833
0
    {
13834
0
        ImGuiWindow* window = g.Windows[i];
13835
0
        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
13836
0
            continue;
13837
13838
0
        ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window);
13839
0
        if (!settings)
13840
0
        {
13841
0
            settings = ImGui::CreateNewWindowSettings(window->Name);
13842
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
13843
0
        }
13844
0
        IM_ASSERT(settings->ID == window->ID);
13845
0
        settings->Pos = ImVec2ih(window->Pos - window->ViewportPos);
13846
0
        settings->Size = ImVec2ih(window->SizeFull);
13847
0
        settings->ViewportId = window->ViewportId;
13848
0
        settings->ViewportPos = ImVec2ih(window->ViewportPos);
13849
0
        IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId);
13850
0
        settings->DockId = window->DockId;
13851
0
        settings->ClassId = window->WindowClass.ClassId;
13852
0
        settings->DockOrder = window->DockOrder;
13853
0
        settings->Collapsed = window->Collapsed;
13854
0
        settings->WantDelete = false;
13855
0
    }
13856
13857
    // Write to text buffer
13858
0
    buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve
13859
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13860
0
    {
13861
0
        if (settings->WantDelete)
13862
0
            continue;
13863
0
        const char* settings_name = settings->GetName();
13864
0
        buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
13865
0
        if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
13866
0
        {
13867
0
            buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y);
13868
0
            buf->appendf("ViewportId=0x%08X\n", settings->ViewportId);
13869
0
        }
13870
0
        if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
13871
0
            buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
13872
0
        if (settings->Size.x != 0 || settings->Size.y != 0)
13873
0
            buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
13874
0
        buf->appendf("Collapsed=%d\n", settings->Collapsed);
13875
0
        if (settings->DockId != 0)
13876
0
        {
13877
            //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier.
13878
0
            if (settings->DockOrder == -1)
13879
0
                buf->appendf("DockId=0x%08X\n", settings->DockId);
13880
0
            else
13881
0
                buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder);
13882
0
            if (settings->ClassId != 0)
13883
0
                buf->appendf("ClassId=0x%08X\n", settings->ClassId);
13884
0
        }
13885
0
        buf->append("\n");
13886
0
    }
13887
0
}
13888
13889
13890
//-----------------------------------------------------------------------------
13891
// [SECTION] LOCALIZATION
13892
//-----------------------------------------------------------------------------
13893
13894
void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
13895
0
{
13896
0
    ImGuiContext& g = *GImGui;
13897
0
    for (int n = 0; n < count; n++)
13898
0
        g.LocalizationTable[entries[n].Key] = entries[n].Text;
13899
0
}
13900
13901
13902
//-----------------------------------------------------------------------------
13903
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
13904
//-----------------------------------------------------------------------------
13905
// - GetMainViewport()
13906
// - FindViewportByID()
13907
// - FindViewportByPlatformHandle()
13908
// - SetCurrentViewport() [Internal]
13909
// - SetWindowViewport() [Internal]
13910
// - GetWindowAlwaysWantOwnViewport() [Internal]
13911
// - UpdateTryMergeWindowIntoHostViewport() [Internal]
13912
// - UpdateTryMergeWindowIntoHostViewports() [Internal]
13913
// - TranslateWindowsInViewport() [Internal]
13914
// - ScaleWindowsInViewport() [Internal]
13915
// - FindHoveredViewportFromPlatformWindowStack() [Internal]
13916
// - UpdateViewportsNewFrame() [Internal]
13917
// - UpdateViewportsEndFrame() [Internal]
13918
// - AddUpdateViewport() [Internal]
13919
// - WindowSelectViewport() [Internal]
13920
// - WindowSyncOwnedViewport() [Internal]
13921
// - UpdatePlatformWindows()
13922
// - RenderPlatformWindowsDefault()
13923
// - FindPlatformMonitorForPos() [Internal]
13924
// - FindPlatformMonitorForRect() [Internal]
13925
// - UpdateViewportPlatformMonitor() [Internal]
13926
// - DestroyPlatformWindow() [Internal]
13927
// - DestroyPlatformWindows()
13928
//-----------------------------------------------------------------------------
13929
13930
ImGuiViewport* ImGui::GetMainViewport()
13931
0
{
13932
0
    ImGuiContext& g = *GImGui;
13933
0
    return g.Viewports[0];
13934
0
}
13935
13936
// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236)
13937
ImGuiViewport* ImGui::FindViewportByID(ImGuiID id)
13938
0
{
13939
0
    ImGuiContext& g = *GImGui;
13940
0
    for (int n = 0; n < g.Viewports.Size; n++)
13941
0
        if (g.Viewports[n]->ID == id)
13942
0
            return g.Viewports[n];
13943
0
    return NULL;
13944
0
}
13945
13946
ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle)
13947
0
{
13948
0
    ImGuiContext& g = *GImGui;
13949
0
    for (int i = 0; i != g.Viewports.Size; i++)
13950
0
        if (g.Viewports[i]->PlatformHandle == platform_handle)
13951
0
            return g.Viewports[i];
13952
0
    return NULL;
13953
0
}
13954
13955
void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport)
13956
0
{
13957
0
    ImGuiContext& g = *GImGui;
13958
0
    (void)current_window;
13959
13960
0
    if (viewport)
13961
0
        viewport->LastFrameActive = g.FrameCount;
13962
0
    if (g.CurrentViewport == viewport)
13963
0
        return;
13964
0
    g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f;
13965
0
    g.CurrentViewport = viewport;
13966
    //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0);
13967
13968
    // Notify platform layer of viewport changes
13969
    // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI
13970
0
    if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport)
13971
0
        g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport);
13972
0
}
13973
13974
void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
13975
0
{
13976
    // Abandon viewport
13977
0
    if (window->ViewportOwned && window->Viewport->Window == window)
13978
0
        window->Viewport->Size = ImVec2(0.0f, 0.0f);
13979
13980
0
    window->Viewport = viewport;
13981
0
    window->ViewportId = viewport->ID;
13982
0
    window->ViewportOwned = (viewport->Window == window);
13983
0
}
13984
13985
static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
13986
0
{
13987
    // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own.
13988
0
    ImGuiContext& g = *GImGui;
13989
0
    if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge))
13990
0
        if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
13991
0
            if (!window->DockIsActive)
13992
0
                if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0)
13993
0
                    if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0)
13994
0
                        return true;
13995
0
    return false;
13996
0
}
13997
13998
static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
13999
0
{
14000
0
    ImGuiContext& g = *GImGui;
14001
0
    if (window->Viewport == viewport)
14002
0
        return false;
14003
0
    if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0)
14004
0
        return false;
14005
0
    if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0)
14006
0
        return false;
14007
0
    if (!viewport->GetMainRect().Contains(window->Rect()))
14008
0
        return false;
14009
0
    if (GetWindowAlwaysWantOwnViewport(window))
14010
0
        return false;
14011
14012
    // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could..
14013
0
    for (int n = 0; n < g.Windows.Size; n++)
14014
0
    {
14015
0
        ImGuiWindow* window_behind = g.Windows[n];
14016
0
        if (window_behind == window)
14017
0
            break;
14018
0
        if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow))
14019
0
            if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect()))
14020
0
                return false;
14021
0
    }
14022
14023
    // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child)
14024
0
    ImGuiViewportP* old_viewport = window->Viewport;
14025
0
    if (window->ViewportOwned)
14026
0
        for (int n = 0; n < g.Windows.Size; n++)
14027
0
            if (g.Windows[n]->Viewport == old_viewport)
14028
0
                SetWindowViewport(g.Windows[n], viewport);
14029
0
    SetWindowViewport(window, viewport);
14030
0
    BringWindowToDisplayFront(window);
14031
14032
0
    return true;
14033
0
}
14034
14035
// FIXME: handle 0 to N host viewports
14036
static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window)
14037
0
{
14038
0
    ImGuiContext& g = *GImGui;
14039
0
    return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
14040
0
}
14041
14042
// Translate Dear ImGui windows when a Host Viewport has been moved
14043
// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
14044
void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos)
14045
0
{
14046
0
    ImGuiContext& g = *GImGui;
14047
0
    IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows));
14048
14049
    // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently
14050
    // translate imgui windows from OS-window-local to absolute coordinates or vice-versa.
14051
    // 2) If it's not going to fit into the new size, keep it at same absolute position.
14052
    // One problem with this is that most Win32 applications doesn't update their render while dragging,
14053
    // and so the window will appear to teleport when releasing the mouse.
14054
0
    const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable);
14055
0
    ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size);
14056
0
    ImVec2 delta_pos = new_pos - old_pos;
14057
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++) // FIXME-OPT
14058
0
        if (translate_all_windows || (g.Windows[window_n]->Viewport == viewport && test_still_fit_rect.Contains(g.Windows[window_n]->Rect())))
14059
0
            TranslateWindow(g.Windows[window_n], delta_pos);
14060
0
}
14061
14062
// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!)
14063
void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
14064
0
{
14065
0
    ImGuiContext& g = *GImGui;
14066
0
    if (viewport->Window)
14067
0
    {
14068
0
        ScaleWindow(viewport->Window, scale);
14069
0
    }
14070
0
    else
14071
0
    {
14072
0
        for (int i = 0; i != g.Windows.Size; i++)
14073
0
            if (g.Windows[i]->Viewport == viewport)
14074
0
                ScaleWindow(g.Windows[i], scale);
14075
0
    }
14076
0
}
14077
14078
// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
14079
// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
14080
// B) It requires Platform_GetWindowFocus to be implemented by backend.
14081
ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos)
14082
0
{
14083
0
    ImGuiContext& g = *GImGui;
14084
0
    ImGuiViewportP* best_candidate = NULL;
14085
0
    for (int n = 0; n < g.Viewports.Size; n++)
14086
0
    {
14087
0
        ImGuiViewportP* viewport = g.Viewports[n];
14088
0
        if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos))
14089
0
            if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount)
14090
0
                best_candidate = viewport;
14091
0
    }
14092
0
    return best_candidate;
14093
0
}
14094
14095
// Update viewports and monitor infos
14096
// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info.
14097
static void ImGui::UpdateViewportsNewFrame()
14098
0
{
14099
0
    ImGuiContext& g = *GImGui;
14100
0
    IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
14101
14102
    // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport)
14103
    // Update Focused status
14104
0
    const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0;
14105
0
    if (viewports_enabled)
14106
0
    {
14107
0
        ImGuiViewportP* focused_viewport = NULL;
14108
0
        for (int n = 0; n < g.Viewports.Size; n++)
14109
0
        {
14110
0
            ImGuiViewportP* viewport = g.Viewports[n];
14111
0
            const bool platform_funcs_available = viewport->PlatformWindowCreated;
14112
0
            if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available)
14113
0
            {
14114
0
                bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
14115
0
                if (is_minimized)
14116
0
                    viewport->Flags |= ImGuiViewportFlags_IsMinimized;
14117
0
                else
14118
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsMinimized;
14119
0
            }
14120
14121
            // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport.
14122
            // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored.
14123
0
            if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available)
14124
0
            {
14125
0
                bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport);
14126
0
                if (is_focused)
14127
0
                    viewport->Flags |= ImGuiViewportFlags_IsFocused;
14128
0
                else
14129
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsFocused;
14130
0
                if (is_focused)
14131
0
                    focused_viewport = viewport;
14132
0
            }
14133
0
        }
14134
14135
        // Focused viewport has changed?
14136
0
        if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID)
14137
0
        {
14138
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X, attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID);
14139
0
            const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId);
14140
0
            const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false);
14141
14142
            // Store a tag so we can infer z-order easily from all our windows
14143
            // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag
14144
            // will keep the front most stamp instead of losing it back to their parent viewport.
14145
0
            if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
14146
0
                focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
14147
0
            g.PlatformLastFocusedViewportId = focused_viewport->ID;
14148
14149
            // Focus associated dear imgui window
14150
            // - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299)
14151
            // - if focus didn't happen because we destroyed another window (#6462)
14152
            // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well.
14153
0
            const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed;
14154
0
            if (apply_imgui_focus_on_focused_viewport)
14155
0
            {
14156
0
                focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus.
14157
0
                ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild;
14158
0
                if (focused_viewport->Window != NULL)
14159
0
                    FocusWindow(focused_viewport->Window, focus_request_flags);
14160
0
                else if (focused_viewport->LastFocusedHadNavWindow)
14161
0
                    FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport
14162
0
                else
14163
0
                    FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused
14164
0
            }
14165
0
        }
14166
0
        if (focused_viewport)
14167
0
            focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport);
14168
0
    }
14169
14170
    // Create/update main viewport with current platform position.
14171
    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
14172
0
    ImGuiViewportP* main_viewport = g.Viewports[0];
14173
0
    IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
14174
0
    IM_ASSERT(main_viewport->Window == NULL);
14175
0
    ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f);
14176
0
    ImVec2 main_viewport_size = g.IO.DisplaySize;
14177
0
    if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized))
14178
0
    {
14179
0
        main_viewport_pos = main_viewport->Pos;    // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path)
14180
0
        main_viewport_size = main_viewport->Size;
14181
0
    }
14182
0
    AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows);
14183
14184
0
    g.CurrentDpiScale = 0.0f;
14185
0
    g.CurrentViewport = NULL;
14186
0
    g.MouseViewport = NULL;
14187
0
    for (int n = 0; n < g.Viewports.Size; n++)
14188
0
    {
14189
0
        ImGuiViewportP* viewport = g.Viewports[n];
14190
0
        viewport->Idx = n;
14191
14192
        // Erase unused viewports
14193
0
        if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2)
14194
0
        {
14195
0
            DestroyViewport(viewport);
14196
0
            n--;
14197
0
            continue;
14198
0
        }
14199
14200
0
        const bool platform_funcs_available = viewport->PlatformWindowCreated;
14201
0
        if (viewports_enabled)
14202
0
        {
14203
            // Update Position and Size (from Platform Window to ImGui) if requested.
14204
            // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
14205
0
            if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available)
14206
0
            {
14207
                // Viewport->WorkPos and WorkSize will be updated below
14208
0
                if (viewport->PlatformRequestMove)
14209
0
                    viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
14210
0
                if (viewport->PlatformRequestResize)
14211
0
                    viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport);
14212
0
            }
14213
0
        }
14214
14215
        // Update/copy monitor info
14216
0
        UpdateViewportPlatformMonitor(viewport);
14217
14218
        // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again.
14219
0
        viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;
14220
0
        viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;
14221
0
        viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);
14222
0
        viewport->UpdateWorkRect();
14223
14224
        // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
14225
0
        viewport->Alpha = 1.0f;
14226
14227
        // Translate Dear ImGui windows when a Host Viewport has been moved
14228
        // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
14229
0
        const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos;
14230
0
        if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f))
14231
0
            TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos);
14232
14233
        // Update DPI scale
14234
0
        float new_dpi_scale;
14235
0
        if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available)
14236
0
            new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport);
14237
0
        else if (viewport->PlatformMonitor != -1)
14238
0
            new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14239
0
        else
14240
0
            new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f;
14241
0
        if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale)
14242
0
        {
14243
0
            float scale_factor = new_dpi_scale / viewport->DpiScale;
14244
0
            if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
14245
0
                ScaleWindowsInViewport(viewport, scale_factor);
14246
            //if (viewport == GetMainViewport())
14247
            //    g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor);
14248
14249
            // Scale our window moving pivot so that the window will rescale roughly around the mouse position.
14250
            // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border.
14251
            // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.)
14252
            //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport)
14253
            //    g.ActiveIdClickOffset = ImFloor(g.ActiveIdClickOffset * scale_factor);
14254
0
        }
14255
0
        viewport->DpiScale = new_dpi_scale;
14256
0
    }
14257
14258
    // Update fallback monitor
14259
0
    if (g.PlatformIO.Monitors.Size == 0)
14260
0
    {
14261
0
        ImGuiPlatformMonitor* monitor = &g.FallbackMonitor;
14262
0
        monitor->MainPos = main_viewport->Pos;
14263
0
        monitor->MainSize = main_viewport->Size;
14264
0
        monitor->WorkPos = main_viewport->WorkPos;
14265
0
        monitor->WorkSize = main_viewport->WorkSize;
14266
0
        monitor->DpiScale = main_viewport->DpiScale;
14267
0
    }
14268
14269
0
    if (!viewports_enabled)
14270
0
    {
14271
0
        g.MouseViewport = main_viewport;
14272
0
        return;
14273
0
    }
14274
14275
    // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport.
14276
    // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set.
14277
0
    ImGuiViewportP* viewport_hovered = NULL;
14278
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
14279
0
    {
14280
0
        viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL;
14281
0
        if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14282
0
            viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback.
14283
0
    }
14284
0
    else
14285
0
    {
14286
        // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search:
14287
        // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
14288
        // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order.
14289
        // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO)
14290
0
        viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos);
14291
0
    }
14292
0
    if (viewport_hovered != NULL)
14293
0
        g.MouseLastHoveredViewport = viewport_hovered;
14294
0
    else if (g.MouseLastHoveredViewport == NULL)
14295
0
        g.MouseLastHoveredViewport = g.Viewports[0];
14296
14297
    // Update mouse reference viewport
14298
    // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode)
14299
    // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details)
14300
0
    if (g.MovingWindow && g.MovingWindow->Viewport)
14301
0
        g.MouseViewport = g.MovingWindow->Viewport;
14302
0
    else
14303
0
        g.MouseViewport = g.MouseLastHoveredViewport;
14304
14305
    // When dragging something, always refer to the last hovered viewport.
14306
    // - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
14307
    // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
14308
    // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
14309
    // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that.
14310
0
    const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;
14311
0
    if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
14312
0
        viewport_hovered = g.MouseLastHoveredViewport;
14313
0
    if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown())
14314
0
        if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14315
0
            g.MouseViewport = viewport_hovered;
14316
14317
0
    IM_ASSERT(g.MouseViewport != NULL);
14318
0
}
14319
14320
// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
14321
static void ImGui::UpdateViewportsEndFrame()
14322
0
{
14323
0
    ImGuiContext& g = *GImGui;
14324
0
    g.PlatformIO.Viewports.resize(0);
14325
0
    for (int i = 0; i < g.Viewports.Size; i++)
14326
0
    {
14327
0
        ImGuiViewportP* viewport = g.Viewports[i];
14328
0
        viewport->LastPos = viewport->Pos;
14329
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f)
14330
0
            if (i > 0) // Always include main viewport in the list
14331
0
                continue;
14332
0
        if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window))
14333
0
            continue;
14334
0
        if (i > 0)
14335
0
            IM_ASSERT(viewport->Window != NULL);
14336
0
        g.PlatformIO.Viewports.push_back(viewport);
14337
0
    }
14338
0
    g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
14339
0
}
14340
14341
// FIXME: We should ideally refactor the system to call this every frame (we currently don't)
14342
ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags)
14343
0
{
14344
0
    ImGuiContext& g = *GImGui;
14345
0
    IM_ASSERT(id != 0);
14346
14347
0
    flags |= ImGuiViewportFlags_IsPlatformWindow;
14348
0
    if (window != NULL)
14349
0
    {
14350
0
        if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window)
14351
0
            flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing;
14352
0
        if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs))
14353
0
            flags |= ImGuiViewportFlags_NoInputs;
14354
0
        if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing)
14355
0
            flags |= ImGuiViewportFlags_NoFocusOnAppearing;
14356
0
    }
14357
14358
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id);
14359
0
    if (viewport)
14360
0
    {
14361
        // Always update for main viewport as we are already pulling correct platform pos/size (see #4900)
14362
0
        if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14363
0
            viewport->Pos = pos;
14364
0
        if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14365
0
            viewport->Size = size;
14366
0
        viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags
14367
0
    }
14368
0
    else
14369
0
    {
14370
        // New viewport
14371
0
        viewport = IM_NEW(ImGuiViewportP)();
14372
0
        viewport->ID = id;
14373
0
        viewport->Idx = g.Viewports.Size;
14374
0
        viewport->Pos = viewport->LastPos = pos;
14375
0
        viewport->Size = size;
14376
0
        viewport->Flags = flags;
14377
0
        UpdateViewportPlatformMonitor(viewport);
14378
0
        g.Viewports.push_back(viewport);
14379
0
        g.ViewportCreatedCount++;
14380
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : "<NULL>");
14381
14382
        // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport.
14383
        // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame
14384
0
        g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x);
14385
0
        g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y);
14386
0
        g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x);
14387
0
        g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y);
14388
14389
        // Store initial DpiScale before the OS platform window creation, based on expected monitor data.
14390
        // This is so we can select an appropriate font size on the first frame of our window lifetime
14391
0
        if (viewport->PlatformMonitor != -1)
14392
0
            viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14393
0
    }
14394
14395
0
    viewport->Window = window;
14396
0
    viewport->LastFrameActive = g.FrameCount;
14397
0
    viewport->UpdateWorkRect();
14398
0
    IM_ASSERT(window == NULL || viewport->ID == window->ID);
14399
14400
0
    if (window != NULL)
14401
0
        window->ViewportOwned = true;
14402
14403
0
    return viewport;
14404
0
}
14405
14406
static void ImGui::DestroyViewport(ImGuiViewportP* viewport)
14407
0
{
14408
    // Clear references to this viewport in windows (window->ViewportId becomes the master data)
14409
0
    ImGuiContext& g = *GImGui;
14410
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
14411
0
    {
14412
0
        ImGuiWindow* window = g.Windows[window_n];
14413
0
        if (window->Viewport != viewport)
14414
0
            continue;
14415
0
        window->Viewport = NULL;
14416
0
        window->ViewportOwned = false;
14417
0
    }
14418
0
    if (viewport == g.MouseLastHoveredViewport)
14419
0
        g.MouseLastHoveredViewport = NULL;
14420
14421
    // Destroy
14422
0
    IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14423
0
    DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
14424
0
    IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
14425
0
    IM_ASSERT(g.Viewports[viewport->Idx] == viewport);
14426
0
    g.Viewports.erase(g.Viewports.Data + viewport->Idx);
14427
0
    IM_DELETE(viewport);
14428
0
}
14429
14430
// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
14431
static void ImGui::WindowSelectViewport(ImGuiWindow* window)
14432
0
{
14433
0
    ImGuiContext& g = *GImGui;
14434
0
    ImGuiWindowFlags flags = window->Flags;
14435
0
    window->ViewportAllowPlatformMonitorExtend = -1;
14436
14437
    // Restore main viewport if multi-viewport is not supported by the backend
14438
0
    ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport();
14439
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14440
0
    {
14441
0
        SetWindowViewport(window, main_viewport);
14442
0
        return;
14443
0
    }
14444
0
    window->ViewportOwned = false;
14445
14446
    // Appearing popups reset their viewport so they can inherit again
14447
0
    if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing)
14448
0
    {
14449
0
        window->Viewport = NULL;
14450
0
        window->ViewportId = 0;
14451
0
    }
14452
14453
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0)
14454
0
    {
14455
        // By default inherit from parent window
14456
0
        if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive))
14457
0
            window->Viewport = window->ParentWindow->Viewport;
14458
14459
        // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
14460
0
        if (window->Viewport == NULL && window->ViewportId != 0)
14461
0
        {
14462
0
            window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId);
14463
0
            if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
14464
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None);
14465
0
        }
14466
0
    }
14467
14468
0
    bool lock_viewport = false;
14469
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport)
14470
0
    {
14471
        // Code explicitly request a viewport
14472
0
        window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId);
14473
0
        window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet.
14474
0
        if (window->Viewport && (window->Flags & ImGuiWindowFlags_DockNodeHost) != 0 && window->Viewport->Window != NULL)
14475
0
        {
14476
0
            window->Viewport->Window = window;
14477
0
            window->Viewport->ID = window->ViewportId = window->ID; // Overwrite ID (always owned by node)
14478
0
        }
14479
0
        lock_viewport = true;
14480
0
    }
14481
0
    else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu))
14482
0
    {
14483
        // Always inherit viewport from parent window
14484
0
        if (window->DockNode && window->DockNode->HostWindow)
14485
0
            IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport);
14486
0
        window->Viewport = window->ParentWindow->Viewport;
14487
0
    }
14488
0
    else if (window->DockNode && window->DockNode->HostWindow)
14489
0
    {
14490
        // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame
14491
0
        window->Viewport = window->DockNode->HostWindow->Viewport;
14492
0
    }
14493
0
    else if (flags & ImGuiWindowFlags_Tooltip)
14494
0
    {
14495
0
        window->Viewport = g.MouseViewport;
14496
0
    }
14497
0
    else if (GetWindowAlwaysWantOwnViewport(window))
14498
0
    {
14499
0
        window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14500
0
    }
14501
0
    else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid())
14502
0
    {
14503
0
        if (window->Viewport != NULL && window->Viewport->Window == window)
14504
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14505
0
    }
14506
0
    else
14507
0
    {
14508
        // Merge into host viewport?
14509
        // We cannot test window->ViewportOwned as it set lower in the function.
14510
        // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212)
14511
0
        bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap));
14512
0
        if (try_to_merge_into_host_viewport)
14513
0
            UpdateTryMergeWindowIntoHostViewports(window);
14514
0
    }
14515
14516
    // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport
14517
0
    if (window->Viewport == NULL)
14518
0
        if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport))
14519
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14520
14521
    // Mark window as allowed to protrude outside of its viewport and into the current monitor
14522
0
    if (!lock_viewport)
14523
0
    {
14524
0
        if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
14525
0
        {
14526
            // We need to take account of the possibility that mouse may become invalid.
14527
            // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds.
14528
0
            ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos;
14529
0
            bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
14530
0
            bool mouse_valid = IsMousePosValid(&mouse_ref);
14531
0
            if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid))
14532
0
                window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
14533
0
            else
14534
0
                window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14535
0
        }
14536
0
        else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL)
14537
0
        {
14538
            // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code.
14539
0
            const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true;
14540
0
            if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible)
14541
0
            {
14542
                // Steal/transfer ownership
14543
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name);
14544
0
                window->Viewport->Window = window;
14545
0
                window->Viewport->ID = window->ID;
14546
0
                window->Viewport->LastNameHash = 0;
14547
0
            }
14548
0
            else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge?
14549
0
            {
14550
                // New viewport
14551
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
14552
0
            }
14553
0
        }
14554
0
        else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)
14555
0
        {
14556
            // Regular (non-child, non-popup) windows by default are also allowed to protrude
14557
            // Child windows are kept contained within their parent.
14558
0
            window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14559
0
        }
14560
0
    }
14561
14562
    // Update flags
14563
0
    window->ViewportOwned = (window == window->Viewport->Window);
14564
0
    window->ViewportId = window->Viewport->ID;
14565
14566
    // If the OS window has a title bar, hide our imgui title bar
14567
    //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
14568
    //    window->Flags |= ImGuiWindowFlags_NoTitleBar;
14569
0
}
14570
14571
void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack)
14572
0
{
14573
0
    ImGuiContext& g = *GImGui;
14574
14575
0
    bool viewport_rect_changed = false;
14576
14577
    // Synchronize window --> viewport in most situations
14578
    // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM
14579
0
    if (window->Viewport->PlatformRequestMove)
14580
0
    {
14581
0
        window->Pos = window->Viewport->Pos;
14582
0
        MarkIniSettingsDirty(window);
14583
0
    }
14584
0
    else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0)
14585
0
    {
14586
0
        viewport_rect_changed = true;
14587
0
        window->Viewport->Pos = window->Pos;
14588
0
    }
14589
14590
0
    if (window->Viewport->PlatformRequestResize)
14591
0
    {
14592
0
        window->Size = window->SizeFull = window->Viewport->Size;
14593
0
        MarkIniSettingsDirty(window);
14594
0
    }
14595
0
    else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0)
14596
0
    {
14597
0
        viewport_rect_changed = true;
14598
0
        window->Viewport->Size = window->Size;
14599
0
    }
14600
0
    window->Viewport->UpdateWorkRect();
14601
14602
    // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
14603
    // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
14604
0
    if (viewport_rect_changed)
14605
0
        UpdateViewportPlatformMonitor(window->Viewport);
14606
14607
    // Update common viewport flags
14608
0
    const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear;
14609
0
    ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear;
14610
0
    ImGuiWindowFlags window_flags = window->Flags;
14611
0
    const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0;
14612
0
    const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
14613
0
    if (window_flags & ImGuiWindowFlags_Tooltip)
14614
0
        viewport_flags |= ImGuiViewportFlags_TopMost;
14615
0
    if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal)
14616
0
        viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon;
14617
0
    if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window)
14618
0
        viewport_flags |= ImGuiViewportFlags_NoDecoration;
14619
14620
    // Not correct to set modal as topmost because:
14621
    // - Because other popups can be stacked above a modal (e.g. combo box in a modal)
14622
    // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost"
14623
    //if (flags & ImGuiWindowFlags_Modal)
14624
    //    viewport_flags |= ImGuiViewportFlags_TopMost;
14625
14626
    // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them
14627
    // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration).
14628
    // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app,
14629
    // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere.
14630
0
    if (is_short_lived_floating_window && !is_modal)
14631
0
        viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick;
14632
14633
    // We can overwrite viewport flags using ImGuiWindowClass (advanced users)
14634
0
    if (window->WindowClass.ViewportFlagsOverrideSet)
14635
0
        viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet;
14636
0
    if (window->WindowClass.ViewportFlagsOverrideClear)
14637
0
        viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear;
14638
14639
    // We can also tell the backend that clearing the platform window won't be necessary,
14640
    // as our window background is filling the viewport and we have disabled BgAlpha.
14641
    // FIXME: Work on support for per-viewport transparency (#2766)
14642
0
    if (!(window_flags & ImGuiWindowFlags_NoBackground))
14643
0
        viewport_flags |= ImGuiViewportFlags_NoRendererClear;
14644
14645
0
    window->Viewport->Flags = viewport_flags;
14646
14647
    // Update parent viewport ID
14648
    // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport())
14649
0
    if (window->WindowClass.ParentViewportId != (ImGuiID)-1)
14650
0
        window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId;
14651
0
    else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive))
14652
0
        window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID;
14653
0
    else
14654
0
        window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID;
14655
0
}
14656
14657
// Called by user at the end of the main loop, after EndFrame()
14658
// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
14659
void ImGui::UpdatePlatformWindows()
14660
0
{
14661
0
    ImGuiContext& g = *GImGui;
14662
0
    IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
14663
0
    IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
14664
0
    g.FrameCountPlatformEnded = g.FrameCount;
14665
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14666
0
        return;
14667
14668
    // Create/resize/destroy platform windows to match each active viewport.
14669
    // Skip the main viewport (index 0), which is always fully handled by the application!
14670
0
    for (int i = 1; i < g.Viewports.Size; i++)
14671
0
    {
14672
0
        ImGuiViewportP* viewport = g.Viewports[i];
14673
14674
        // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window
14675
        // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame)
14676
0
        bool destroy_platform_window = false;
14677
0
        destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1);
14678
0
        destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
14679
0
        if (destroy_platform_window)
14680
0
        {
14681
0
            DestroyPlatformWindow(viewport);
14682
0
            continue;
14683
0
        }
14684
14685
        // New windows that appears directly in a new viewport won't always have a size on their first frame
14686
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0)
14687
0
            continue;
14688
14689
        // Create window
14690
0
        const bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
14691
0
        if (is_new_platform_window)
14692
0
        {
14693
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14694
0
            g.PlatformIO.Platform_CreateWindow(viewport);
14695
0
            if (g.PlatformIO.Renderer_CreateWindow != NULL)
14696
0
                g.PlatformIO.Renderer_CreateWindow(viewport);
14697
0
            g.PlatformWindowsCreatedCount++;
14698
0
            viewport->LastNameHash = 0;
14699
0
            viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
14700
0
            viewport->LastRendererSize = viewport->Size;                                       // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
14701
0
            viewport->PlatformWindowCreated = true;
14702
0
        }
14703
14704
        // Apply Position and Size (from ImGui to Platform/Renderer backends)
14705
0
        if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
14706
0
            g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
14707
0
        if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize)
14708
0
            g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size);
14709
0
        if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize)
14710
0
            g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size);
14711
0
        viewport->LastPlatformPos = viewport->Pos;
14712
0
        viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size;
14713
14714
        // Update title bar (if it changed)
14715
0
        if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window))
14716
0
        {
14717
0
            const char* title_begin = window_for_title->Name;
14718
0
            char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin);
14719
0
            const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin);
14720
0
            if (viewport->LastNameHash != title_hash)
14721
0
            {
14722
0
                char title_end_backup_c = *title_end;
14723
0
                *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
14724
0
                g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
14725
0
                *title_end = title_end_backup_c;
14726
0
                viewport->LastNameHash = title_hash;
14727
0
            }
14728
0
        }
14729
14730
        // Update alpha (if it changed)
14731
0
        if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
14732
0
            g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
14733
0
        viewport->LastAlpha = viewport->Alpha;
14734
14735
        // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed.
14736
0
        if (g.PlatformIO.Platform_UpdateWindow)
14737
0
            g.PlatformIO.Platform_UpdateWindow(viewport);
14738
14739
0
        if (is_new_platform_window)
14740
0
        {
14741
            // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
14742
0
            if (g.FrameCount < 3)
14743
0
                viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
14744
14745
            // Show window
14746
0
            g.PlatformIO.Platform_ShowWindow(viewport);
14747
14748
            // Even without focus, we assume the window becomes front-most.
14749
            // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
14750
0
            if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
14751
0
                viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
14752
0
        }
14753
14754
        // Clear request flags
14755
0
        viewport->ClearRequestFlags();
14756
0
    }
14757
0
}
14758
14759
// This is a default/basic function for performing the rendering/swap of multiple Platform Windows.
14760
// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
14761
// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
14762
//
14763
//    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
14764
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
14765
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
14766
//            MyRenderFunction(platform_io.Viewports[i], my_args);
14767
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
14768
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
14769
//            MySwapBufferFunction(platform_io.Viewports[i], my_args);
14770
//
14771
void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
14772
0
{
14773
    // Skip the main viewport (index 0), which is always fully handled by the application!
14774
0
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
14775
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
14776
0
    {
14777
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
14778
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
14779
0
            continue;
14780
0
        if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
14781
0
        if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
14782
0
    }
14783
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
14784
0
    {
14785
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
14786
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
14787
0
            continue;
14788
0
        if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
14789
0
        if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
14790
0
    }
14791
0
}
14792
14793
static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
14794
0
{
14795
0
    ImGuiContext& g = *GImGui;
14796
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
14797
0
    {
14798
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
14799
0
        if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos))
14800
0
            return monitor_n;
14801
0
    }
14802
0
    return -1;
14803
0
}
14804
14805
// Search for the monitor with the largest intersection area with the given rectangle
14806
// We generally try to avoid searching loops but the monitor count should be very small here
14807
// FIXME-OPT: We could test the last monitor used for that viewport first, and early
14808
static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
14809
0
{
14810
0
    ImGuiContext& g = *GImGui;
14811
14812
0
    const int monitor_count = g.PlatformIO.Monitors.Size;
14813
0
    if (monitor_count <= 1)
14814
0
        return monitor_count - 1;
14815
14816
    // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position.
14817
    // This is necessary for tooltips which always resize down to zero at first.
14818
0
    const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f);
14819
0
    int best_monitor_n = -1;
14820
0
    float best_monitor_surface = 0.001f;
14821
14822
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
14823
0
    {
14824
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
14825
0
        const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize);
14826
0
        if (monitor_rect.Contains(rect))
14827
0
            return monitor_n;
14828
0
        ImRect overlapping_rect = rect;
14829
0
        overlapping_rect.ClipWithFull(monitor_rect);
14830
0
        float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
14831
0
        if (overlapping_surface < best_monitor_surface)
14832
0
            continue;
14833
0
        best_monitor_surface = overlapping_surface;
14834
0
        best_monitor_n = monitor_n;
14835
0
    }
14836
0
    return best_monitor_n;
14837
0
}
14838
14839
// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor)
14840
static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport)
14841
0
{
14842
0
    viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect());
14843
0
}
14844
14845
// Return value is always != NULL, but don't hold on it across frames.
14846
const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p)
14847
0
{
14848
0
    ImGuiContext& g = *GImGui;
14849
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p;
14850
0
    int monitor_idx = viewport->PlatformMonitor;
14851
0
    if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
14852
0
        return &g.PlatformIO.Monitors[monitor_idx];
14853
0
    return &g.FallbackMonitor;
14854
0
}
14855
14856
void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
14857
0
{
14858
0
    ImGuiContext& g = *GImGui;
14859
0
    if (viewport->PlatformWindowCreated)
14860
0
    {
14861
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14862
0
        if (g.PlatformIO.Renderer_DestroyWindow)
14863
0
            g.PlatformIO.Renderer_DestroyWindow(viewport);
14864
0
        if (g.PlatformIO.Platform_DestroyWindow)
14865
0
            g.PlatformIO.Platform_DestroyWindow(viewport);
14866
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL);
14867
14868
        // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize()
14869
        // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public.
14870
0
        if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID)
14871
0
            viewport->PlatformWindowCreated = false;
14872
0
    }
14873
0
    else
14874
0
    {
14875
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
14876
0
    }
14877
0
    viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL;
14878
0
    viewport->ClearRequestFlags();
14879
0
}
14880
14881
void ImGui::DestroyPlatformWindows()
14882
0
{
14883
    // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend
14884
    // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData.
14885
    // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling
14886
    // code to operator a consistent manner.
14887
    // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without
14888
    // crashing if it doesn't have data stored.
14889
0
    ImGuiContext& g = *GImGui;
14890
0
    for (int i = 0; i < g.Viewports.Size; i++)
14891
0
        DestroyPlatformWindow(g.Viewports[i]);
14892
0
}
14893
14894
14895
//-----------------------------------------------------------------------------
14896
// [SECTION] DOCKING
14897
//-----------------------------------------------------------------------------
14898
// Docking: Internal Types
14899
// Docking: Forward Declarations
14900
// Docking: ImGuiDockContext
14901
// Docking: ImGuiDockContext Docking/Undocking functions
14902
// Docking: ImGuiDockNode
14903
// Docking: ImGuiDockNode Tree manipulation functions
14904
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
14905
// Docking: Builder Functions
14906
// Docking: Begin/End Support Functions (called from Begin/End)
14907
// Docking: Settings
14908
//-----------------------------------------------------------------------------
14909
14910
//-----------------------------------------------------------------------------
14911
// Typical Docking call flow: (root level is generally public API):
14912
//-----------------------------------------------------------------------------
14913
// - NewFrame()                               new dear imgui frame
14914
//    | DockContextNewFrameUpdateUndocking()  - process queued undocking requests
14915
//    | - DockContextProcessUndockWindow()    - process one window undocking request
14916
//    | - DockContextProcessUndockNode()      - process one whole node undocking request
14917
//    | DockContextNewFrameUpdateUndocking()  - process queue docking requests, create floating dock nodes
14918
//    | - update g.HoveredDockNode            - [debug] update node hovered by mouse
14919
//    | - DockContextProcessDock()            - process one docking request
14920
//    | - DockNodeUpdate()
14921
//    |   - DockNodeUpdateForRootNode()
14922
//    |     - DockNodeUpdateFlagsAndCollapse()
14923
//    |     - DockNodeFindInfo()
14924
//    |   - destroy unused node or tab bar
14925
//    |   - create dock node host window
14926
//    |      - Begin() etc.
14927
//    |   - DockNodeStartMouseMovingWindow()
14928
//    |   - DockNodeTreeUpdatePosSize()
14929
//    |   - DockNodeTreeUpdateSplitter()
14930
//    |   - draw node background
14931
//    |   - DockNodeUpdateTabBar()            - create/update tab bar for a docking node
14932
//    |     - DockNodeAddTabBar()
14933
//    |     - DockNodeUpdateWindowMenu()
14934
//    |     - DockNodeCalcTabBarLayout()
14935
//    |     - BeginTabBarEx()
14936
//    |     - TabItemEx() calls
14937
//    |     - EndTabBar()
14938
//    |   - BeginDockableDragDropTarget()
14939
//    |      - DockNodeUpdate()               - recurse into child nodes...
14940
//-----------------------------------------------------------------------------
14941
// - DockSpace()                              user submit a dockspace into a window
14942
//    | Begin(Child)                          - create a child window
14943
//    | DockNodeUpdate()                      - call main dock node update function
14944
//    | End(Child)
14945
//    | ItemSize()
14946
//-----------------------------------------------------------------------------
14947
// - Begin()
14948
//    | BeginDocked()
14949
//    | BeginDockableDragDropSource()
14950
//    | BeginDockableDragDropTarget()
14951
//    | - DockNodePreviewDockRender()
14952
//-----------------------------------------------------------------------------
14953
// - EndFrame()
14954
//    | DockContextEndFrame()
14955
//-----------------------------------------------------------------------------
14956
14957
//-----------------------------------------------------------------------------
14958
// Docking: Internal Types
14959
//-----------------------------------------------------------------------------
14960
// - ImGuiDockRequestType
14961
// - ImGuiDockRequest
14962
// - ImGuiDockPreviewData
14963
// - ImGuiDockNodeSettings
14964
// - ImGuiDockContext
14965
//-----------------------------------------------------------------------------
14966
14967
enum ImGuiDockRequestType
14968
{
14969
    ImGuiDockRequestType_None = 0,
14970
    ImGuiDockRequestType_Dock,
14971
    ImGuiDockRequestType_Undock,
14972
    ImGuiDockRequestType_Split                  // Split is the same as Dock but without a DockPayload
14973
};
14974
14975
struct ImGuiDockRequest
14976
{
14977
    ImGuiDockRequestType    Type;
14978
    ImGuiWindow*            DockTargetWindow;   // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL)
14979
    ImGuiDockNode*          DockTargetNode;     // Destination/Target Node to dock into
14980
    ImGuiWindow*            DockPayload;        // Source/Payload window to dock (may be a loose window or a DockNode), [Optional]
14981
    ImGuiDir                DockSplitDir;
14982
    float                   DockSplitRatio;
14983
    bool                    DockSplitOuter;
14984
    ImGuiWindow*            UndockTargetWindow;
14985
    ImGuiDockNode*          UndockTargetNode;
14986
14987
    ImGuiDockRequest()
14988
0
    {
14989
0
        Type = ImGuiDockRequestType_None;
14990
0
        DockTargetWindow = DockPayload = UndockTargetWindow = NULL;
14991
0
        DockTargetNode = UndockTargetNode = NULL;
14992
0
        DockSplitDir = ImGuiDir_None;
14993
0
        DockSplitRatio = 0.5f;
14994
0
        DockSplitOuter = false;
14995
0
    }
14996
};
14997
14998
struct ImGuiDockPreviewData
14999
{
15000
    ImGuiDockNode   FutureNode;
15001
    bool            IsDropAllowed;
15002
    bool            IsCenterAvailable;
15003
    bool            IsSidesAvailable;           // Hold your breath, grammar freaks..
15004
    bool            IsSplitDirExplicit;         // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window)
15005
    ImGuiDockNode*  SplitNode;
15006
    ImGuiDir        SplitDir;
15007
    float           SplitRatio;
15008
    ImRect          DropRectsDraw[ImGuiDir_COUNT + 1];  // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects()
15009
15010
0
    ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); }
15011
};
15012
15013
// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes)
15014
struct ImGuiDockNodeSettings
15015
{
15016
    ImGuiID             ID;
15017
    ImGuiID             ParentNodeId;
15018
    ImGuiID             ParentWindowId;
15019
    ImGuiID             SelectedTabId;
15020
    signed char         SplitAxis;
15021
    char                Depth;
15022
    ImGuiDockNodeFlags  Flags;                  // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_)
15023
    ImVec2ih            Pos;
15024
    ImVec2ih            Size;
15025
    ImVec2ih            SizeRef;
15026
0
    ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; }
15027
};
15028
15029
//-----------------------------------------------------------------------------
15030
// Docking: Forward Declarations
15031
//-----------------------------------------------------------------------------
15032
15033
namespace ImGui
15034
{
15035
    // ImGuiDockContext
15036
    static ImGuiDockNode*   DockContextAddNode(ImGuiContext* ctx, ImGuiID id);
15037
    static void             DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node);
15038
    static void             DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node);
15039
    static void             DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req);
15040
    static void             DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx);
15041
    static ImGuiDockNode*   DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window);
15042
    static void             DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count);
15043
    static void             DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id);                            // Use root_id==0 to add all
15044
15045
    // ImGuiDockNode
15046
    static void             DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar);
15047
    static void             DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
15048
    static void             DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
15049
    static ImGuiWindow*     DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id);
15050
    static void             DockNodeApplyPosSizeToWindows(ImGuiDockNode* node);
15051
    static void             DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id);
15052
    static void             DockNodeHideHostWindow(ImGuiDockNode* node);
15053
    static void             DockNodeUpdate(ImGuiDockNode* node);
15054
    static void             DockNodeUpdateForRootNode(ImGuiDockNode* node);
15055
    static void             DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node);
15056
    static void             DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node);
15057
    static void             DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
15058
    static void             DockNodeAddTabBar(ImGuiDockNode* node);
15059
    static void             DockNodeRemoveTabBar(ImGuiDockNode* node);
15060
    static void             DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar);
15061
    static void             DockNodeUpdateVisibleFlag(ImGuiDockNode* node);
15062
    static void             DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window);
15063
    static bool             DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window);
15064
    static void             DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking);
15065
    static void             DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data);
15066
    static void             DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos);
15067
    static void             DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired);
15068
    static bool             DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos);
15069
0
    static const char*      DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; }
15070
    static int              DockNodeGetTabOrder(ImGuiWindow* window);
15071
15072
    // ImGuiDockNode tree manipulations
15073
    static void             DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node);
15074
    static void             DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child);
15075
    static void             DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL);
15076
    static void             DockNodeTreeUpdateSplitter(ImGuiDockNode* node);
15077
    static ImGuiDockNode*   DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos);
15078
    static ImGuiDockNode*   DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node);
15079
15080
    // Settings
15081
    static void             DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id);
15082
    static void             DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count);
15083
    static ImGuiDockNodeSettings*   DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id);
15084
    static void             DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
15085
    static void             DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
15086
    static void*            DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
15087
    static void             DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
15088
    static void             DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf);
15089
}
15090
15091
//-----------------------------------------------------------------------------
15092
// Docking: ImGuiDockContext
15093
//-----------------------------------------------------------------------------
15094
// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings,
15095
// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active.
15096
// At boot time only, we run a simple GC to remove nodes that have no references.
15097
// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures),
15098
// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does).
15099
// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data.
15100
//-----------------------------------------------------------------------------
15101
// - DockContextInitialize()
15102
// - DockContextShutdown()
15103
// - DockContextClearNodes()
15104
// - DockContextRebuildNodes()
15105
// - DockContextNewFrameUpdateUndocking()
15106
// - DockContextNewFrameUpdateDocking()
15107
// - DockContextEndFrame()
15108
// - DockContextFindNodeByID()
15109
// - DockContextBindNodeToWindow()
15110
// - DockContextGenNodeID()
15111
// - DockContextAddNode()
15112
// - DockContextRemoveNode()
15113
// - ImGuiDockContextPruneNodeData
15114
// - DockContextPruneUnusedSettingsNodes()
15115
// - DockContextBuildNodesFromSettings()
15116
// - DockContextBuildAddWindowsToNodes()
15117
//-----------------------------------------------------------------------------
15118
15119
void ImGui::DockContextInitialize(ImGuiContext* ctx)
15120
0
{
15121
0
    ImGuiContext& g = *ctx;
15122
15123
    // Add .ini handle for persistent docking data
15124
0
    ImGuiSettingsHandler ini_handler;
15125
0
    ini_handler.TypeName = "Docking";
15126
0
    ini_handler.TypeHash = ImHashStr("Docking");
15127
0
    ini_handler.ClearAllFn = DockSettingsHandler_ClearAll;
15128
0
    ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read
15129
0
    ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen;
15130
0
    ini_handler.ReadLineFn = DockSettingsHandler_ReadLine;
15131
0
    ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll;
15132
0
    ini_handler.WriteAllFn = DockSettingsHandler_WriteAll;
15133
0
    g.SettingsHandlers.push_back(ini_handler);
15134
15135
0
    g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default;
15136
0
}
15137
15138
void ImGui::DockContextShutdown(ImGuiContext* ctx)
15139
0
{
15140
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15141
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15142
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15143
0
            IM_DELETE(node);
15144
0
}
15145
15146
void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs)
15147
0
{
15148
0
    IM_UNUSED(ctx);
15149
0
    IM_ASSERT(ctx == GImGui);
15150
0
    DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs);
15151
0
    DockBuilderRemoveNodeChildNodes(root_id);
15152
0
}
15153
15154
// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch
15155
// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!)
15156
void ImGui::DockContextRebuildNodes(ImGuiContext* ctx)
15157
0
{
15158
0
    ImGuiContext& g = *ctx;
15159
0
    ImGuiDockContext* dc = &ctx->DockContext;
15160
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n");
15161
0
    SaveIniSettingsToMemory();
15162
0
    ImGuiID root_id = 0; // Rebuild all
15163
0
    DockContextClearNodes(ctx, root_id, false);
15164
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
15165
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
15166
0
}
15167
15168
// Docking context update function, called by NewFrame()
15169
void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx)
15170
0
{
15171
0
    ImGuiContext& g = *ctx;
15172
0
    ImGuiDockContext* dc = &ctx->DockContext;
15173
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15174
0
    {
15175
0
        if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0)
15176
0
            DockContextClearNodes(ctx, 0, true);
15177
0
        return;
15178
0
    }
15179
15180
    // Setting NoSplit at runtime merges all nodes
15181
0
    if (g.IO.ConfigDockingNoSplit)
15182
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
15183
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15184
0
                if (node->IsRootNode() && node->IsSplitNode())
15185
0
                {
15186
0
                    DockBuilderRemoveNodeChildNodes(node->ID);
15187
                    //dc->WantFullRebuild = true;
15188
0
                }
15189
15190
    // Process full rebuild
15191
#if 0
15192
    if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C)))
15193
        dc->WantFullRebuild = true;
15194
#endif
15195
0
    if (dc->WantFullRebuild)
15196
0
    {
15197
0
        DockContextRebuildNodes(ctx);
15198
0
        dc->WantFullRebuild = false;
15199
0
    }
15200
15201
    // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame)
15202
0
    for (int n = 0; n < dc->Requests.Size; n++)
15203
0
    {
15204
0
        ImGuiDockRequest* req = &dc->Requests[n];
15205
0
        if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetWindow)
15206
0
            DockContextProcessUndockWindow(ctx, req->UndockTargetWindow);
15207
0
        else if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetNode)
15208
0
            DockContextProcessUndockNode(ctx, req->UndockTargetNode);
15209
0
    }
15210
0
}
15211
15212
// Docking context update function, called by NewFrame()
15213
void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx)
15214
0
{
15215
0
    ImGuiContext& g = *ctx;
15216
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15217
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15218
0
        return;
15219
15220
    // [DEBUG] Store hovered dock node.
15221
    // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut.
15222
    // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering.
15223
0
    g.DebugHoveredDockNode = NULL;
15224
0
    if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow)
15225
0
    {
15226
0
        if (hovered_window->DockNodeAsHost)
15227
0
            g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos);
15228
0
        else if (hovered_window->RootWindow->DockNode)
15229
0
            g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode;
15230
0
    }
15231
15232
    // Process Docking requests
15233
0
    for (int n = 0; n < dc->Requests.Size; n++)
15234
0
        if (dc->Requests[n].Type == ImGuiDockRequestType_Dock)
15235
0
            DockContextProcessDock(ctx, &dc->Requests[n]);
15236
0
    dc->Requests.resize(0);
15237
15238
    // Create windows for each automatic docking nodes
15239
    // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high)
15240
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15241
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15242
0
            if (node->IsFloatingNode())
15243
0
                DockNodeUpdate(node);
15244
0
}
15245
15246
void ImGui::DockContextEndFrame(ImGuiContext* ctx)
15247
0
{
15248
    // Draw backgrounds of node missing their window
15249
0
    ImGuiContext& g = *ctx;
15250
0
    ImGuiDockContext* dc = &g.DockContext;
15251
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15252
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15253
0
            if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame)
15254
0
            {
15255
0
                ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size);
15256
0
                ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), DOCKING_SPLITTER_SIZE);
15257
0
                node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
15258
0
                node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags);
15259
0
            }
15260
0
}
15261
15262
ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id)
15263
0
{
15264
0
    return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id);
15265
0
}
15266
15267
ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx)
15268
0
{
15269
    // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used)
15270
    // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0
15271
    // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted.
15272
0
    ImGuiID id = 0x0001;
15273
0
    while (DockContextFindNodeByID(ctx, id) != NULL)
15274
0
        id++;
15275
0
    return id;
15276
0
}
15277
15278
static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id)
15279
0
{
15280
    // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window.
15281
0
    ImGuiContext& g = *ctx;
15282
0
    if (id == 0)
15283
0
        id = DockContextGenNodeID(ctx);
15284
0
    else
15285
0
        IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL);
15286
15287
    // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings!
15288
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id);
15289
0
    ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id);
15290
0
    ctx->DockContext.Nodes.SetVoidPtr(node->ID, node);
15291
0
    return node;
15292
0
}
15293
15294
static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node)
15295
0
{
15296
0
    ImGuiContext& g = *ctx;
15297
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15298
15299
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID);
15300
0
    IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node);
15301
0
    IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL);
15302
0
    IM_ASSERT(node->Windows.Size == 0);
15303
15304
0
    if (node->HostWindow)
15305
0
        node->HostWindow->DockNodeAsHost = NULL;
15306
15307
0
    ImGuiDockNode* parent_node = node->ParentNode;
15308
0
    const bool merge = (merge_sibling_into_parent_node && parent_node != NULL);
15309
0
    if (merge)
15310
0
    {
15311
0
        IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node);
15312
0
        ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]);
15313
0
        DockNodeTreeMerge(&g, parent_node, sibling_node);
15314
0
    }
15315
0
    else
15316
0
    {
15317
0
        for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++)
15318
0
            if (parent_node->ChildNodes[n] == node)
15319
0
                node->ParentNode->ChildNodes[n] = NULL;
15320
0
        dc->Nodes.SetVoidPtr(node->ID, NULL);
15321
0
        IM_DELETE(node);
15322
0
    }
15323
0
}
15324
15325
static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs)
15326
0
{
15327
0
    const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs;
15328
0
    const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs;
15329
0
    return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a);
15330
0
}
15331
15332
// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here.
15333
struct ImGuiDockContextPruneNodeData
15334
{
15335
    int         CountWindows, CountChildWindows, CountChildNodes;
15336
    ImGuiID     RootId;
15337
0
    ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; }
15338
};
15339
15340
// Garbage collect unused nodes (run once at init time)
15341
static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx)
15342
0
{
15343
0
    ImGuiContext& g = *ctx;
15344
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15345
0
    IM_ASSERT(g.Windows.Size == 0);
15346
15347
0
    ImPool<ImGuiDockContextPruneNodeData> pool;
15348
0
    pool.Reserve(dc->NodesSettings.Size);
15349
15350
    // Count child nodes and compute RootID
15351
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15352
0
    {
15353
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15354
0
        ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0;
15355
0
        pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID;
15356
0
        if (settings->ParentNodeId)
15357
0
            pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++;
15358
0
    }
15359
15360
    // Count reference to dock ids from dockspaces
15361
    // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes()
15362
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15363
0
    {
15364
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15365
0
        if (settings->ParentWindowId != 0)
15366
0
            if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId))
15367
0
                if (window_settings->DockId)
15368
0
                    if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId))
15369
0
                        data->CountChildNodes++;
15370
0
    }
15371
15372
    // Count reference to dock ids from window settings
15373
    // We guard against the possibility of an invalid .ini file (RootID may point to a missing node)
15374
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
15375
0
        if (ImGuiID dock_id = settings->DockId)
15376
0
            if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id))
15377
0
            {
15378
0
                data->CountWindows++;
15379
0
                if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId))
15380
0
                    data_root->CountChildWindows++;
15381
0
            }
15382
15383
    // Prune
15384
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15385
0
    {
15386
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15387
0
        ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID);
15388
0
        if (data->CountWindows > 1)
15389
0
            continue;
15390
0
        ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId);
15391
15392
0
        bool remove = false;
15393
0
        remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode));  // Floating root node with only 1 window
15394
0
        remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window
15395
0
        remove |= (data_root->CountChildWindows == 0);
15396
0
        if (remove)
15397
0
        {
15398
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID);
15399
0
            DockSettingsRemoveNodeReferences(&settings->ID, 1);
15400
0
            settings->ID = 0;
15401
0
        }
15402
0
    }
15403
0
}
15404
15405
static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count)
15406
0
{
15407
    // Build nodes
15408
0
    for (int node_n = 0; node_n < node_settings_count; node_n++)
15409
0
    {
15410
0
        ImGuiDockNodeSettings* settings = &node_settings_array[node_n];
15411
0
        if (settings->ID == 0)
15412
0
            continue;
15413
0
        ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID);
15414
0
        node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL;
15415
0
        node->Pos = ImVec2(settings->Pos.x, settings->Pos.y);
15416
0
        node->Size = ImVec2(settings->Size.x, settings->Size.y);
15417
0
        node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y);
15418
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode;
15419
0
        if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL)
15420
0
            node->ParentNode->ChildNodes[0] = node;
15421
0
        else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL)
15422
0
            node->ParentNode->ChildNodes[1] = node;
15423
0
        node->SelectedTabId = settings->SelectedTabId;
15424
0
        node->SplitAxis = (ImGuiAxis)settings->SplitAxis;
15425
0
        node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_);
15426
15427
        // Bind host window immediately if it already exist (in case of a rebuild)
15428
        // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set.
15429
0
        char host_window_title[20];
15430
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
15431
0
        node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title)));
15432
0
    }
15433
0
}
15434
15435
void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id)
15436
0
{
15437
    // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame)
15438
0
    ImGuiContext& g = *ctx;
15439
0
    for (int n = 0; n < g.Windows.Size; n++)
15440
0
    {
15441
0
        ImGuiWindow* window = g.Windows[n];
15442
0
        if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1)
15443
0
            continue;
15444
0
        if (window->DockNode != NULL)
15445
0
            continue;
15446
15447
0
        ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
15448
0
        IM_ASSERT(node != NULL);   // This should have been called after DockContextBuildNodesFromSettings()
15449
0
        if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id)
15450
0
            DockNodeAddWindow(node, window, true);
15451
0
    }
15452
0
}
15453
15454
//-----------------------------------------------------------------------------
15455
// Docking: ImGuiDockContext Docking/Undocking functions
15456
//-----------------------------------------------------------------------------
15457
// - DockContextQueueDock()
15458
// - DockContextQueueUndockWindow()
15459
// - DockContextQueueUndockNode()
15460
// - DockContextQueueNotifyRemovedNode()
15461
// - DockContextProcessDock()
15462
// - DockContextProcessUndockWindow()
15463
// - DockContextProcessUndockNode()
15464
// - DockContextCalcDropPosForDocking()
15465
//-----------------------------------------------------------------------------
15466
15467
void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer)
15468
0
{
15469
0
    IM_ASSERT(target != payload);
15470
0
    ImGuiDockRequest req;
15471
0
    req.Type = ImGuiDockRequestType_Dock;
15472
0
    req.DockTargetWindow = target;
15473
0
    req.DockTargetNode = target_node;
15474
0
    req.DockPayload = payload;
15475
0
    req.DockSplitDir = split_dir;
15476
0
    req.DockSplitRatio = split_ratio;
15477
0
    req.DockSplitOuter = split_outer;
15478
0
    ctx->DockContext.Requests.push_back(req);
15479
0
}
15480
15481
void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window)
15482
0
{
15483
0
    ImGuiDockRequest req;
15484
0
    req.Type = ImGuiDockRequestType_Undock;
15485
0
    req.UndockTargetWindow = window;
15486
0
    ctx->DockContext.Requests.push_back(req);
15487
0
}
15488
15489
void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15490
0
{
15491
0
    ImGuiDockRequest req;
15492
0
    req.Type = ImGuiDockRequestType_Undock;
15493
0
    req.UndockTargetNode = node;
15494
0
    ctx->DockContext.Requests.push_back(req);
15495
0
}
15496
15497
void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node)
15498
0
{
15499
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15500
0
    for (int n = 0; n < dc->Requests.Size; n++)
15501
0
        if (dc->Requests[n].DockTargetNode == node)
15502
0
            dc->Requests[n].Type = ImGuiDockRequestType_None;
15503
0
}
15504
15505
void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
15506
0
{
15507
0
    IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL));
15508
0
    IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL);
15509
15510
0
    ImGuiContext& g = *ctx;
15511
0
    IM_UNUSED(g);
15512
15513
0
    ImGuiWindow* payload_window = req->DockPayload;     // Optional
15514
0
    ImGuiWindow* target_window = req->DockTargetWindow;
15515
0
    ImGuiDockNode* node = req->DockTargetNode;
15516
0
    if (payload_window)
15517
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir);
15518
0
    else
15519
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir);
15520
15521
    // Decide which Tab will be selected at the end of the operation
15522
0
    ImGuiID next_selected_id = 0;
15523
0
    ImGuiDockNode* payload_node = NULL;
15524
0
    if (payload_window)
15525
0
    {
15526
0
        payload_node = payload_window->DockNodeAsHost;
15527
0
        payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later.
15528
0
        if (payload_node && payload_node->IsLeafNode())
15529
0
            next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId;
15530
0
        if (payload_node == NULL)
15531
0
            next_selected_id = payload_window->TabId;
15532
0
    }
15533
15534
    // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well
15535
    // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==.
15536
0
    if (node)
15537
0
        IM_ASSERT(node->LastFrameAlive <= g.FrameCount);
15538
0
    if (node && target_window && node == target_window->DockNodeAsHost)
15539
0
        IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode());
15540
15541
    // Create new node and add existing window to it
15542
0
    if (node == NULL)
15543
0
    {
15544
0
        node = DockContextAddNode(ctx, 0);
15545
0
        node->Pos = target_window->Pos;
15546
0
        node->Size = target_window->Size;
15547
0
        if (target_window->DockNodeAsHost == NULL)
15548
0
        {
15549
0
            DockNodeAddWindow(node, target_window, true);
15550
0
            node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted;
15551
0
            target_window->DockIsActive = true;
15552
0
        }
15553
0
    }
15554
15555
0
    ImGuiDir split_dir = req->DockSplitDir;
15556
0
    if (split_dir != ImGuiDir_None)
15557
0
    {
15558
        // Split into two, one side will be our payload node unless we are dropping a loose window
15559
0
        const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
15560
0
        const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side
15561
0
        const float split_ratio = req->DockSplitRatio;
15562
0
        DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node);  // payload_node may be NULL here!
15563
0
        ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1];
15564
0
        new_node->HostWindow = node->HostWindow;
15565
0
        node = new_node;
15566
0
    }
15567
0
    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
15568
15569
0
    if (node != payload_node)
15570
0
    {
15571
        // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!)
15572
0
        if (node->Windows.Size > 0 && node->TabBar == NULL)
15573
0
        {
15574
0
            DockNodeAddTabBar(node);
15575
0
            for (int n = 0; n < node->Windows.Size; n++)
15576
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
15577
0
        }
15578
15579
0
        if (payload_node != NULL)
15580
0
        {
15581
            // Transfer full payload node (with 1+ child windows or child nodes)
15582
0
            if (payload_node->IsSplitNode())
15583
0
            {
15584
0
                if (node->Windows.Size > 0)
15585
0
                {
15586
                    // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node.
15587
                    // In this situation, we move the windows of the target node into the currently visible node of the payload.
15588
                    // This allows us to preserve some of the underlying dock tree settings nicely.
15589
0
                    IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted.
15590
0
                    ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows;
15591
0
                    if (visible_node->TabBar)
15592
0
                        IM_ASSERT(visible_node->TabBar->Tabs.Size > 0);
15593
0
                    DockNodeMoveWindows(node, visible_node);
15594
0
                    DockNodeMoveWindows(visible_node, node);
15595
0
                    DockSettingsRenameNodeReferences(node->ID, visible_node->ID);
15596
0
                }
15597
0
                if (node->IsCentralNode())
15598
0
                {
15599
                    // Central node property needs to be moved to a leaf node, pick the last focused one.
15600
                    // FIXME-DOCK: If we had to transfer other flags here, what would the policy be?
15601
0
                    ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId);
15602
0
                    IM_ASSERT(last_focused_node != NULL);
15603
0
                    ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node);
15604
0
                    IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node));
15605
0
                    last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
15606
0
                    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode);
15607
0
                    last_focused_root_node->CentralNode = last_focused_node;
15608
0
                }
15609
15610
0
                IM_ASSERT(node->Windows.Size == 0);
15611
0
                DockNodeMoveChildNodes(node, payload_node);
15612
0
            }
15613
0
            else
15614
0
            {
15615
0
                const ImGuiID payload_dock_id = payload_node->ID;
15616
0
                DockNodeMoveWindows(node, payload_node);
15617
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15618
0
            }
15619
0
            DockContextRemoveNode(ctx, payload_node, true);
15620
0
        }
15621
0
        else if (payload_window)
15622
0
        {
15623
            // Transfer single window
15624
0
            const ImGuiID payload_dock_id = payload_window->DockId;
15625
0
            node->VisibleWindow = payload_window;
15626
0
            DockNodeAddWindow(node, payload_window, true);
15627
0
            if (payload_dock_id != 0)
15628
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15629
0
        }
15630
0
    }
15631
0
    else
15632
0
    {
15633
        // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar
15634
0
        node->WantHiddenTabBarUpdate = true;
15635
0
    }
15636
15637
    // Update selection immediately
15638
0
    if (ImGuiTabBar* tab_bar = node->TabBar)
15639
0
        tab_bar->NextSelectedTabId = next_selected_id;
15640
0
    MarkIniSettingsDirty();
15641
0
}
15642
15643
// Problem:
15644
//   Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more
15645
//   than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic
15646
//   with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be
15647
//   due to missing ImGuiBackendFlags_HasMouseCursors backend flag).
15648
// Solution:
15649
//   When undocking a window we currently force its maximum size to 90% of the host viewport or monitor.
15650
// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch).
15651
static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport)
15652
0
{
15653
0
    if (ref_viewport == NULL)
15654
0
        return size;
15655
15656
0
    ImGuiContext& g = *GImGui;
15657
0
    ImVec2 max_size = ImFloor(ref_viewport->WorkSize * 0.90f);
15658
0
    if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
15659
0
    {
15660
0
        const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport);
15661
0
        max_size = ImFloor(monitor->WorkSize * 0.90f);
15662
0
    }
15663
0
    return ImMin(size, max_size);
15664
0
}
15665
15666
void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref)
15667
0
{
15668
0
    ImGuiContext& g = *ctx;
15669
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref);
15670
0
    if (window->DockNode)
15671
0
        DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId);
15672
0
    else
15673
0
        window->DockId = 0;
15674
0
    window->Collapsed = false;
15675
0
    window->DockIsActive = false;
15676
0
    window->DockNodeIsVisible = window->DockTabIsVisible = false;
15677
0
    window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport);
15678
15679
0
    MarkIniSettingsDirty();
15680
0
}
15681
15682
void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15683
0
{
15684
0
    ImGuiContext& g = *ctx;
15685
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID);
15686
0
    IM_ASSERT(node->IsLeafNode());
15687
0
    IM_ASSERT(node->Windows.Size >= 1);
15688
15689
0
    if (node->IsRootNode() || node->IsCentralNode())
15690
0
    {
15691
        // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload.
15692
0
        ImGuiDockNode* new_node = DockContextAddNode(ctx, 0);
15693
0
        new_node->Pos = node->Pos;
15694
0
        new_node->Size = node->Size;
15695
0
        new_node->SizeRef = node->SizeRef;
15696
0
        DockNodeMoveWindows(new_node, node);
15697
0
        DockSettingsRenameNodeReferences(node->ID, new_node->ID);
15698
0
        node = new_node;
15699
0
    }
15700
0
    else
15701
0
    {
15702
        // Otherwise extract our node and merge our sibling back into the parent node.
15703
0
        IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
15704
0
        int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1;
15705
0
        node->ParentNode->ChildNodes[index_in_parent] = NULL;
15706
0
        DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]);
15707
0
        node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport
15708
0
        node->ParentNode = NULL;
15709
0
    }
15710
0
    for (int n = 0; n < node->Windows.Size; n++)
15711
0
    {
15712
0
        ImGuiWindow* window = node->Windows[n];
15713
0
        window->Flags &= ~ImGuiWindowFlags_ChildWindow;
15714
0
        if (window->ParentWindow)
15715
0
            window->ParentWindow->DC.ChildWindows.find_erase(window);
15716
0
        UpdateWindowParentAndRootLinks(window, window->Flags, NULL);
15717
0
    }
15718
0
    node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode;
15719
0
    node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport);
15720
0
    node->WantMouseMove = true;
15721
0
    MarkIniSettingsDirty();
15722
0
}
15723
15724
// This is mostly used for automation.
15725
bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos)
15726
0
{
15727
    // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects
15728
    // (which would be functionally identical) we only show the outer one. Reflect this here.
15729
0
    if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None)
15730
0
        split_outer = true;
15731
0
    ImGuiDockPreviewData split_data;
15732
0
    DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer);
15733
0
    if (split_data.DropRectsDraw[split_dir+1].IsInverted())
15734
0
        return false;
15735
0
    *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter();
15736
0
    return true;
15737
0
}
15738
15739
//-----------------------------------------------------------------------------
15740
// Docking: ImGuiDockNode
15741
//-----------------------------------------------------------------------------
15742
// - DockNodeGetTabOrder()
15743
// - DockNodeAddWindow()
15744
// - DockNodeRemoveWindow()
15745
// - DockNodeMoveChildNodes()
15746
// - DockNodeMoveWindows()
15747
// - DockNodeApplyPosSizeToWindows()
15748
// - DockNodeHideHostWindow()
15749
// - ImGuiDockNodeFindInfoResults
15750
// - DockNodeFindInfo()
15751
// - DockNodeFindWindowByID()
15752
// - DockNodeUpdateFlagsAndCollapse()
15753
// - DockNodeUpdateHasCentralNodeFlag()
15754
// - DockNodeUpdateVisibleFlag()
15755
// - DockNodeStartMouseMovingWindow()
15756
// - DockNodeUpdate()
15757
// - DockNodeUpdateWindowMenu()
15758
// - DockNodeBeginAmendTabBar()
15759
// - DockNodeEndAmendTabBar()
15760
// - DockNodeUpdateTabBar()
15761
// - DockNodeAddTabBar()
15762
// - DockNodeRemoveTabBar()
15763
// - DockNodeIsDropAllowedOne()
15764
// - DockNodeIsDropAllowed()
15765
// - DockNodeCalcTabBarLayout()
15766
// - DockNodeCalcSplitRects()
15767
// - DockNodeCalcDropRectsAndTestMousePos()
15768
// - DockNodePreviewDockSetup()
15769
// - DockNodePreviewDockRender()
15770
//-----------------------------------------------------------------------------
15771
15772
ImGuiDockNode::ImGuiDockNode(ImGuiID id)
15773
0
{
15774
0
    ID = id;
15775
0
    SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None;
15776
0
    ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
15777
0
    TabBar = NULL;
15778
0
    SplitAxis = ImGuiAxis_None;
15779
15780
0
    State = ImGuiDockNodeState_Unknown;
15781
0
    LastBgColor = IM_COL32_WHITE;
15782
0
    HostWindow = VisibleWindow = NULL;
15783
0
    CentralNode = OnlyNodeWithWindows = NULL;
15784
0
    CountNodeWithWindows = 0;
15785
0
    LastFrameAlive = LastFrameActive = LastFrameFocused = -1;
15786
0
    LastFocusedNodeId = 0;
15787
0
    SelectedTabId = 0;
15788
0
    WantCloseTabId = 0;
15789
0
    RefViewportId = 0;
15790
0
    AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode;
15791
0
    AuthorityForViewport = ImGuiDataAuthority_Auto;
15792
0
    IsVisible = true;
15793
0
    IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false;
15794
0
    IsBgDrawnThisFrame = false;
15795
0
    WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false;
15796
0
}
15797
15798
ImGuiDockNode::~ImGuiDockNode()
15799
0
{
15800
0
    IM_DELETE(TabBar);
15801
0
    TabBar = NULL;
15802
0
    ChildNodes[0] = ChildNodes[1] = NULL;
15803
0
}
15804
15805
int ImGui::DockNodeGetTabOrder(ImGuiWindow* window)
15806
0
{
15807
0
    ImGuiTabBar* tab_bar = window->DockNode->TabBar;
15808
0
    if (tab_bar == NULL)
15809
0
        return -1;
15810
0
    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId);
15811
0
    return tab ? TabBarGetTabOrder(tab_bar, tab) : -1;
15812
0
}
15813
15814
static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window)
15815
0
{
15816
0
    window->Hidden = true;
15817
0
    window->HiddenFramesCanSkipItems = window->Active ? 1 : 2;
15818
0
}
15819
15820
static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar)
15821
0
{
15822
0
    ImGuiContext& g = *GImGui; (void)g;
15823
0
    if (window->DockNode)
15824
0
    {
15825
        // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node)
15826
0
        IM_ASSERT(window->DockNode->ID != node->ID);
15827
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
15828
0
    }
15829
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL);
15830
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name);
15831
15832
    // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window,
15833
    // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame).
15834
    // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin()
15835
0
    if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false)
15836
0
        DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]);
15837
15838
0
    node->Windows.push_back(window);
15839
0
    node->WantHiddenTabBarUpdate = true;
15840
0
    window->DockNode = node;
15841
0
    window->DockId = node->ID;
15842
0
    window->DockIsActive = (node->Windows.Size > 1);
15843
0
    window->DockTabWantClose = false;
15844
15845
    // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
15846
    // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one.
15847
0
    if (node->HostWindow == NULL && node->IsFloatingNode())
15848
0
    {
15849
0
        if (node->AuthorityForPos == ImGuiDataAuthority_Auto)
15850
0
            node->AuthorityForPos = ImGuiDataAuthority_Window;
15851
0
        if (node->AuthorityForSize == ImGuiDataAuthority_Auto)
15852
0
            node->AuthorityForSize = ImGuiDataAuthority_Window;
15853
0
        if (node->AuthorityForViewport == ImGuiDataAuthority_Auto)
15854
0
            node->AuthorityForViewport = ImGuiDataAuthority_Window;
15855
0
    }
15856
15857
    // Add to tab bar if requested
15858
0
    if (add_to_tab_bar)
15859
0
    {
15860
0
        if (node->TabBar == NULL)
15861
0
        {
15862
0
            DockNodeAddTabBar(node);
15863
0
            node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId;
15864
15865
            // Add existing windows
15866
0
            for (int n = 0; n < node->Windows.Size - 1; n++)
15867
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
15868
0
        }
15869
0
        TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window);
15870
0
    }
15871
15872
0
    DockNodeUpdateVisibleFlag(node);
15873
15874
    // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame.
15875
0
    if (node->HostWindow)
15876
0
        UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow);
15877
0
}
15878
15879
static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id)
15880
0
{
15881
0
    ImGuiContext& g = *GImGui;
15882
0
    IM_ASSERT(window->DockNode == node);
15883
    //IM_ASSERT(window->RootWindowDockTree == node->HostWindow);
15884
    //IM_ASSERT(window->LastFrameActive < g.FrameCount);    // We may call this from Begin()
15885
0
    IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID);
15886
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name);
15887
15888
0
    window->DockNode = NULL;
15889
0
    window->DockIsActive = window->DockTabWantClose = false;
15890
0
    window->DockId = save_dock_id;
15891
0
    window->Flags &= ~ImGuiWindowFlags_ChildWindow;
15892
0
    if (window->ParentWindow)
15893
0
        window->ParentWindow->DC.ChildWindows.find_erase(window);
15894
0
    UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately
15895
15896
0
    if (node->HostWindow && node->HostWindow->ViewportOwned)
15897
0
    {
15898
        // When undocking from a user interaction this will always run in NewFrame() and have not much effect.
15899
        // But mid-frame, if we clear viewport we need to mark window as hidden as well.
15900
0
        window->Viewport = NULL;
15901
0
        window->ViewportId = 0;
15902
0
        window->ViewportOwned = false;
15903
0
        window->Hidden = true;
15904
0
    }
15905
15906
    // Remove window
15907
0
    bool erased = false;
15908
0
    for (int n = 0; n < node->Windows.Size; n++)
15909
0
        if (node->Windows[n] == window)
15910
0
        {
15911
0
            node->Windows.erase(node->Windows.Data + n);
15912
0
            erased = true;
15913
0
            break;
15914
0
        }
15915
0
    if (!erased)
15916
0
        IM_ASSERT(erased);
15917
0
    if (node->VisibleWindow == window)
15918
0
        node->VisibleWindow = NULL;
15919
15920
    // Remove tab and possibly tab bar
15921
0
    node->WantHiddenTabBarUpdate = true;
15922
0
    if (node->TabBar)
15923
0
    {
15924
0
        TabBarRemoveTab(node->TabBar, window->TabId);
15925
0
        const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2;
15926
0
        if (node->Windows.Size < tab_count_threshold_for_tab_bar)
15927
0
            DockNodeRemoveTabBar(node);
15928
0
    }
15929
15930
0
    if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID)
15931
0
    {
15932
        // Automatic dock node delete themselves if they are not holding at least one tab
15933
0
        DockContextRemoveNode(&g, node, true);
15934
0
        return;
15935
0
    }
15936
15937
0
    if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow)
15938
0
    {
15939
0
        ImGuiWindow* remaining_window = node->Windows[0];
15940
        // Note: we used to transport viewport ownership here.
15941
0
        remaining_window->Collapsed = node->HostWindow->Collapsed;
15942
0
    }
15943
15944
    // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree
15945
0
    DockNodeUpdateVisibleFlag(node);
15946
0
}
15947
15948
static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
15949
0
{
15950
0
    IM_ASSERT(dst_node->Windows.Size == 0);
15951
0
    dst_node->ChildNodes[0] = src_node->ChildNodes[0];
15952
0
    dst_node->ChildNodes[1] = src_node->ChildNodes[1];
15953
0
    if (dst_node->ChildNodes[0])
15954
0
        dst_node->ChildNodes[0]->ParentNode = dst_node;
15955
0
    if (dst_node->ChildNodes[1])
15956
0
        dst_node->ChildNodes[1]->ParentNode = dst_node;
15957
0
    dst_node->SplitAxis = src_node->SplitAxis;
15958
0
    dst_node->SizeRef = src_node->SizeRef;
15959
0
    src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL;
15960
0
}
15961
15962
static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
15963
0
{
15964
    // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered)
15965
0
    IM_ASSERT(src_node && dst_node && dst_node != src_node);
15966
0
    ImGuiTabBar* src_tab_bar = src_node->TabBar;
15967
0
    if (src_tab_bar != NULL)
15968
0
        IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size);
15969
15970
    // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.)
15971
0
    bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL);
15972
0
    if (move_tab_bar)
15973
0
    {
15974
0
        dst_node->TabBar = src_node->TabBar;
15975
0
        src_node->TabBar = NULL;
15976
0
    }
15977
15978
    // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar().
15979
0
    for (ImGuiWindow* window : src_node->Windows)
15980
0
    {
15981
0
        window->DockNode = NULL;
15982
0
        window->DockIsActive = false;
15983
0
        DockNodeAddWindow(dst_node, window, !move_tab_bar);
15984
0
    }
15985
0
    src_node->Windows.clear();
15986
15987
0
    if (!move_tab_bar && src_node->TabBar)
15988
0
    {
15989
0
        if (dst_node->TabBar)
15990
0
            dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId;
15991
0
        DockNodeRemoveTabBar(src_node);
15992
0
    }
15993
0
}
15994
15995
static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node)
15996
0
{
15997
0
    for (int n = 0; n < node->Windows.Size; n++)
15998
0
    {
15999
0
        SetWindowPos(node->Windows[n], node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame
16000
0
        SetWindowSize(node->Windows[n], node->Size, ImGuiCond_Always);
16001
0
    }
16002
0
}
16003
16004
static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node)
16005
0
{
16006
0
    if (node->HostWindow)
16007
0
    {
16008
0
        if (node->HostWindow->DockNodeAsHost == node)
16009
0
            node->HostWindow->DockNodeAsHost = NULL;
16010
0
        node->HostWindow = NULL;
16011
0
    }
16012
16013
0
    if (node->Windows.Size == 1)
16014
0
    {
16015
0
        node->VisibleWindow = node->Windows[0];
16016
0
        node->Windows[0]->DockIsActive = false;
16017
0
    }
16018
16019
0
    if (node->TabBar)
16020
0
        DockNodeRemoveTabBar(node);
16021
0
}
16022
16023
// Search function called once by root node in DockNodeUpdate()
16024
struct ImGuiDockNodeTreeInfo
16025
{
16026
    ImGuiDockNode*      CentralNode;
16027
    ImGuiDockNode*      FirstNodeWithWindows;
16028
    int                 CountNodesWithWindows;
16029
    //ImGuiWindowClass  WindowClassForMerges;
16030
16031
0
    ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); }
16032
};
16033
16034
static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info)
16035
0
{
16036
0
    if (node->Windows.Size > 0)
16037
0
    {
16038
0
        if (info->FirstNodeWithWindows == NULL)
16039
0
            info->FirstNodeWithWindows = node;
16040
0
        info->CountNodesWithWindows++;
16041
0
    }
16042
0
    if (node->IsCentralNode())
16043
0
    {
16044
0
        IM_ASSERT(info->CentralNode == NULL); // Should be only one
16045
0
        IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this.");
16046
0
        info->CentralNode = node;
16047
0
    }
16048
0
    if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL)
16049
0
        return;
16050
0
    if (node->ChildNodes[0])
16051
0
        DockNodeFindInfo(node->ChildNodes[0], info);
16052
0
    if (node->ChildNodes[1])
16053
0
        DockNodeFindInfo(node->ChildNodes[1], info);
16054
0
}
16055
16056
static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id)
16057
0
{
16058
0
    IM_ASSERT(id != 0);
16059
0
    for (int n = 0; n < node->Windows.Size; n++)
16060
0
        if (node->Windows[n]->ID == id)
16061
0
            return node->Windows[n];
16062
0
    return NULL;
16063
0
}
16064
16065
// - Remove inactive windows/nodes.
16066
// - Update visibility flag.
16067
static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node)
16068
0
{
16069
0
    ImGuiContext& g = *GImGui;
16070
0
    IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
16071
16072
    // Inherit most flags
16073
0
    if (node->ParentNode)
16074
0
        node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
16075
16076
    // Recurse into children
16077
    // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'.
16078
    // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node'
16079
    // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless)
16080
0
    node->HasCentralNodeChild = false;
16081
0
    if (node->ChildNodes[0])
16082
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]);
16083
0
    if (node->ChildNodes[1])
16084
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]);
16085
16086
    // Remove inactive windows, collapse nodes
16087
    // Merge node flags overrides stored in windows
16088
0
    node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
16089
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16090
0
    {
16091
0
        ImGuiWindow* window = node->Windows[window_n];
16092
0
        IM_ASSERT(window->DockNode == node);
16093
16094
0
        bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16095
0
        bool remove = false;
16096
0
        remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount);
16097
0
        remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument);  // Submit all _expected_ closure from last frame
16098
0
        remove |= (window->DockTabWantClose);
16099
0
        if (remove)
16100
0
        {
16101
0
            window->DockTabWantClose = false;
16102
0
            if (node->Windows.Size == 1 && !node->IsCentralNode())
16103
0
            {
16104
0
                DockNodeHideHostWindow(node);
16105
0
                node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
16106
0
                DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return
16107
0
                return;
16108
0
            }
16109
0
            DockNodeRemoveWindow(node, window, node->ID);
16110
0
            window_n--;
16111
0
            continue;
16112
0
        }
16113
16114
        // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this.
16115
        //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear;
16116
0
        node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet;
16117
0
    }
16118
0
    node->UpdateMergedFlags();
16119
16120
    // Auto-hide tab bar option
16121
0
    ImGuiDockNodeFlags node_flags = node->MergedFlags;
16122
0
    if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar())
16123
0
        node->WantHiddenTabBarToggle = true;
16124
0
    node->WantHiddenTabBarUpdate = false;
16125
16126
    // Cancel toggling if we know our tab bar is enforced to be hidden at all times
16127
0
    if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar))
16128
0
        node->WantHiddenTabBarToggle = false;
16129
16130
    // Apply toggles at a single point of the frame (here!)
16131
0
    if (node->Windows.Size > 1)
16132
0
        node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
16133
0
    else if (node->WantHiddenTabBarToggle)
16134
0
        node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar);
16135
0
    node->WantHiddenTabBarToggle = false;
16136
16137
0
    DockNodeUpdateVisibleFlag(node);
16138
0
}
16139
16140
// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames.
16141
static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node)
16142
0
{
16143
0
    node->HasCentralNodeChild = false;
16144
0
    if (node->ChildNodes[0])
16145
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]);
16146
0
    if (node->ChildNodes[1])
16147
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]);
16148
0
    if (node->IsRootNode())
16149
0
    {
16150
0
        ImGuiDockNode* mark_node = node->CentralNode;
16151
0
        while (mark_node)
16152
0
        {
16153
0
            mark_node->HasCentralNodeChild = true;
16154
0
            mark_node = mark_node->ParentNode;
16155
0
        }
16156
0
    }
16157
0
}
16158
16159
static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node)
16160
0
{
16161
    // Update visibility flag
16162
0
    bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode();
16163
0
    is_visible |= (node->Windows.Size > 0);
16164
0
    is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible);
16165
0
    is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible);
16166
0
    node->IsVisible = is_visible;
16167
0
}
16168
16169
static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window)
16170
0
{
16171
0
    ImGuiContext& g = *GImGui;
16172
0
    IM_ASSERT(node->WantMouseMove == true);
16173
0
    StartMouseMovingWindow(window);
16174
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos;
16175
0
    g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision.
16176
0
    node->WantMouseMove = false;
16177
0
}
16178
16179
// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class.
16180
static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node)
16181
0
{
16182
0
    DockNodeUpdateFlagsAndCollapse(node);
16183
16184
    // - Setup central node pointers
16185
    // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!)
16186
    // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing
16187
0
    ImGuiDockNodeTreeInfo info;
16188
0
    DockNodeFindInfo(node, &info);
16189
0
    node->CentralNode = info.CentralNode;
16190
0
    node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL;
16191
0
    node->CountNodeWithWindows = info.CountNodesWithWindows;
16192
0
    if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL)
16193
0
        node->LastFocusedNodeId = info.FirstNodeWithWindows->ID;
16194
16195
    // Copy the window class from of our first window so it can be used for proper dock filtering.
16196
    // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy.
16197
    // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec.
16198
0
    if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows)
16199
0
    {
16200
0
        node->WindowClass = first_node_with_windows->Windows[0]->WindowClass;
16201
0
        for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
16202
0
            if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
16203
0
            {
16204
0
                node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
16205
0
                break;
16206
0
            }
16207
0
    }
16208
16209
0
    ImGuiDockNode* mark_node = node->CentralNode;
16210
0
    while (mark_node)
16211
0
    {
16212
0
        mark_node->HasCentralNodeChild = true;
16213
0
        mark_node = mark_node->ParentNode;
16214
0
    }
16215
0
}
16216
16217
static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window)
16218
0
{
16219
    // Remove ourselves from any previous different host window
16220
    // This can happen if a user mistakenly does (see #4295 for details):
16221
    //  - N+0: DockBuilderAddNode(id, 0)    // missing ImGuiDockNodeFlags_DockSpace
16222
    //  - N+1: NewFrame()                   // will create floating host window for that node
16223
    //  - N+1: DockSpace(id)                // requalify node as dockspace, moving host window
16224
0
    if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node)
16225
0
        node->HostWindow->DockNodeAsHost = NULL;
16226
16227
0
    host_window->DockNodeAsHost = node;
16228
0
    node->HostWindow = host_window;
16229
0
}
16230
16231
static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
16232
0
{
16233
0
    ImGuiContext& g = *GImGui;
16234
0
    IM_ASSERT(node->LastFrameActive != g.FrameCount);
16235
0
    node->LastFrameAlive = g.FrameCount;
16236
0
    node->IsBgDrawnThisFrame = false;
16237
16238
0
    node->CentralNode = node->OnlyNodeWithWindows = NULL;
16239
0
    if (node->IsRootNode())
16240
0
        DockNodeUpdateForRootNode(node);
16241
16242
    // Remove tab bar if not needed
16243
0
    if (node->TabBar && node->IsNoTabBar())
16244
0
        DockNodeRemoveTabBar(node);
16245
16246
    // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId)
16247
0
    bool want_to_hide_host_window = false;
16248
0
    if (node->IsFloatingNode())
16249
0
    {
16250
0
        if (node->Windows.Size <= 1 && node->IsLeafNode())
16251
0
            if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar))
16252
0
                want_to_hide_host_window = true;
16253
0
        if (node->CountNodeWithWindows == 0)
16254
0
            want_to_hide_host_window = true;
16255
0
    }
16256
0
    if (want_to_hide_host_window)
16257
0
    {
16258
0
        if (node->Windows.Size == 1)
16259
0
        {
16260
            // Floating window pos/size is authoritative
16261
0
            ImGuiWindow* single_window = node->Windows[0];
16262
0
            node->Pos = single_window->Pos;
16263
0
            node->Size = single_window->SizeFull;
16264
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
16265
16266
            // Transfer focus immediately so when we revert to a regular window it is immediately selected
16267
0
            if (node->HostWindow && g.NavWindow == node->HostWindow)
16268
0
                FocusWindow(single_window);
16269
0
            if (node->HostWindow)
16270
0
            {
16271
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X->%08X to Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, single_window->ID, single_window->Name);
16272
0
                single_window->Viewport = node->HostWindow->Viewport;
16273
0
                single_window->ViewportId = node->HostWindow->ViewportId;
16274
0
                if (node->HostWindow->ViewportOwned)
16275
0
                {
16276
0
                    single_window->Viewport->ID = single_window->ID;
16277
0
                    single_window->Viewport->Window = single_window;
16278
0
                    single_window->ViewportOwned = true;
16279
0
                }
16280
0
            }
16281
0
            node->RefViewportId = single_window->ViewportId;
16282
0
        }
16283
16284
0
        DockNodeHideHostWindow(node);
16285
0
        node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
16286
0
        node->WantCloseAll = false;
16287
0
        node->WantCloseTabId = 0;
16288
0
        node->HasCloseButton = node->HasWindowMenuButton = false;
16289
0
        node->LastFrameActive = g.FrameCount;
16290
16291
0
        if (node->WantMouseMove && node->Windows.Size == 1)
16292
0
            DockNodeStartMouseMovingWindow(node, node->Windows[0]);
16293
0
        return;
16294
0
    }
16295
16296
    // In some circumstance we will defer creating the host window (so everything will be kept hidden),
16297
    // while the expected visible window is resizing itself.
16298
    // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled,
16299
    // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up:
16300
    //   N+0: Begin(): window created (with no known size), node is created
16301
    //   N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible
16302
    //   N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible
16303
    // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code.
16304
    // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin().
16305
    // In reality it isn't very important as user quickly ends up with size data in .ini file.
16306
0
    if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode())
16307
0
    {
16308
0
        IM_ASSERT(node->Windows.Size > 0);
16309
0
        ImGuiWindow* ref_window = NULL;
16310
0
        if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them!
16311
0
            ref_window = DockNodeFindWindowByID(node, node->SelectedTabId);
16312
0
        if (ref_window == NULL)
16313
0
            ref_window = node->Windows[0];
16314
0
        if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0)
16315
0
        {
16316
0
            node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing;
16317
0
            return;
16318
0
        }
16319
0
    }
16320
16321
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16322
16323
    // Decide if the node will have a close button and a window menu button
16324
0
    node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0;
16325
0
    node->HasCloseButton = false;
16326
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16327
0
    {
16328
        // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call.
16329
0
        ImGuiWindow* window = node->Windows[window_n];
16330
0
        node->HasCloseButton |= window->HasCloseButton;
16331
0
        window->DockIsActive = (node->Windows.Size > 1);
16332
0
    }
16333
0
    if (node_flags & ImGuiDockNodeFlags_NoCloseButton)
16334
0
        node->HasCloseButton = false;
16335
16336
    // Bind or create host window
16337
0
    ImGuiWindow* host_window = NULL;
16338
0
    bool beginned_into_host_window = false;
16339
0
    if (node->IsDockSpace())
16340
0
    {
16341
        // [Explicit root dockspace node]
16342
0
        IM_ASSERT(node->HostWindow);
16343
0
        host_window = node->HostWindow;
16344
0
    }
16345
0
    else
16346
0
    {
16347
        // [Automatic root or child nodes]
16348
0
        if (node->IsRootNode() && node->IsVisible)
16349
0
        {
16350
0
            ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16351
16352
            // Sync Pos
16353
0
            if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window)
16354
0
                SetNextWindowPos(ref_window->Pos);
16355
0
            else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode)
16356
0
                SetNextWindowPos(node->Pos);
16357
16358
            // Sync Size
16359
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16360
0
                SetNextWindowSize(ref_window->SizeFull);
16361
0
            else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode)
16362
0
                SetNextWindowSize(node->Size);
16363
16364
            // Sync Collapsed
16365
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16366
0
                SetNextWindowCollapsed(ref_window->Collapsed);
16367
16368
            // Sync Viewport
16369
0
            if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window)
16370
0
                SetNextWindowViewport(ref_window->ViewportId);
16371
0
            else if (node->AuthorityForViewport == ImGuiDataAuthority_Window && node->RefViewportId != 0)
16372
0
                SetNextWindowViewport(node->RefViewportId);
16373
16374
0
            SetNextWindowClass(&node->WindowClass);
16375
16376
            // Begin into the host window
16377
0
            char window_label[20];
16378
0
            DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label));
16379
0
            ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost;
16380
0
            window_flags |= ImGuiWindowFlags_NoFocusOnAppearing;
16381
0
            window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse;
16382
0
            window_flags |= ImGuiWindowFlags_NoTitleBar;
16383
16384
0
            SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders
16385
0
            PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
16386
0
            Begin(window_label, NULL, window_flags);
16387
0
            PopStyleVar();
16388
0
            beginned_into_host_window = true;
16389
16390
0
            host_window = g.CurrentWindow;
16391
0
            DockNodeSetupHostWindow(node, host_window);
16392
0
            host_window->DC.CursorPos = host_window->Pos;
16393
0
            node->Pos = host_window->Pos;
16394
0
            node->Size = host_window->Size;
16395
16396
            // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow)
16397
            // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags.
16398
            // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again.
16399
            // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window
16400
            // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back
16401
            // after the dock host window, losing their top-most status.
16402
0
            if (node->HostWindow->Appearing)
16403
0
                BringWindowToDisplayFront(node->HostWindow);
16404
16405
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16406
0
        }
16407
0
        else if (node->ParentNode)
16408
0
        {
16409
0
            node->HostWindow = host_window = node->ParentNode->HostWindow;
16410
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16411
0
        }
16412
0
        if (node->WantMouseMove && node->HostWindow)
16413
0
            DockNodeStartMouseMovingWindow(node, node->HostWindow);
16414
0
    }
16415
0
    node->RefViewportId = 0; // Clear when we have a host window
16416
16417
    // Update focused node (the one whose title bar is highlight) within a node tree
16418
0
    if (node->IsSplitNode())
16419
0
        IM_ASSERT(node->TabBar == NULL);
16420
0
    if (node->IsRootNode())
16421
0
        if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL)
16422
0
            while (p_window != NULL && p_window->DockNode != NULL)
16423
0
            {
16424
0
                ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode);
16425
0
                if (p_node == node)
16426
0
                {
16427
0
                    node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID!
16428
0
                    break;
16429
0
                }
16430
0
                p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL;
16431
0
            }
16432
16433
    // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
16434
0
    ImGuiDockNode* central_node = node->CentralNode;
16435
0
    const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty();
16436
0
    bool central_node_hole_register_hit_test_hole = central_node_hole;
16437
0
    if (central_node_hole)
16438
0
        if (const ImGuiPayload* payload = ImGui::GetDragDropPayload())
16439
0
            if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data))
16440
0
                central_node_hole_register_hit_test_hole = false;
16441
0
    if (central_node_hole_register_hit_test_hole)
16442
0
    {
16443
        // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily.
16444
        // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen
16445
        // covering passthru node we'd have a gap on the edge not covered by the hole)
16446
0
        IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode
16447
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(central_node);
16448
0
        ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size);
16449
0
        ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size);
16450
0
        if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; }
16451
0
        if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; }
16452
0
        if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; }
16453
0
        if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; }
16454
        //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255));
16455
0
        if (central_node_hole && !hole_rect.IsInverted())
16456
0
        {
16457
0
            SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16458
0
            if (host_window->ParentWindow)
16459
0
                SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16460
0
        }
16461
0
    }
16462
16463
    // Update position/size, process and draw resizing splitters
16464
0
    if (node->IsRootNode() && host_window)
16465
0
    {
16466
0
        DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size);
16467
0
        DockNodeTreeUpdateSplitter(node);
16468
0
    }
16469
16470
    // Draw empty node background (currently can only be the Central Node)
16471
0
    if (host_window && node->IsEmpty() && node->IsVisible)
16472
0
    {
16473
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16474
0
        node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg);
16475
0
        if (node->LastBgColor != 0)
16476
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor);
16477
0
        node->IsBgDrawnThisFrame = true;
16478
0
    }
16479
16480
    // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set.
16481
    // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
16482
    // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
16483
0
    const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
16484
0
    if (render_dockspace_bg && node->IsVisible)
16485
0
    {
16486
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16487
0
        if (central_node_hole)
16488
0
            RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f);
16489
0
        else
16490
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f);
16491
0
    }
16492
16493
    // Draw and populate Tab Bar
16494
0
    if (host_window)
16495
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
16496
0
    if (host_window && node->Windows.Size > 0)
16497
0
    {
16498
0
        DockNodeUpdateTabBar(node, host_window);
16499
0
    }
16500
0
    else
16501
0
    {
16502
0
        node->WantCloseAll = false;
16503
0
        node->WantCloseTabId = 0;
16504
0
        node->IsFocused = false;
16505
0
    }
16506
0
    if (node->TabBar && node->TabBar->SelectedTabId)
16507
0
        node->SelectedTabId = node->TabBar->SelectedTabId;
16508
0
    else if (node->Windows.Size > 0)
16509
0
        node->SelectedTabId = node->Windows[0]->TabId;
16510
16511
    // Draw payload drop target
16512
0
    if (host_window && node->IsVisible)
16513
0
        if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window))
16514
0
            BeginDockableDragDropTarget(host_window);
16515
16516
    // We update this after DockNodeUpdateTabBar()
16517
0
    node->LastFrameActive = g.FrameCount;
16518
16519
    // Recurse into children
16520
    // FIXME-DOCK FIXME-OPT: Should not need to recurse into children
16521
0
    if (host_window)
16522
0
    {
16523
0
        if (node->ChildNodes[0])
16524
0
            DockNodeUpdate(node->ChildNodes[0]);
16525
0
        if (node->ChildNodes[1])
16526
0
            DockNodeUpdate(node->ChildNodes[1]);
16527
16528
        // Render outer borders last (after the tab bar)
16529
0
        if (node->IsRootNode())
16530
0
            RenderWindowOuterBorders(host_window);
16531
0
    }
16532
16533
    // End host window
16534
0
    if (beginned_into_host_window) //-V1020
16535
0
        End();
16536
0
}
16537
16538
// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame.
16539
static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs)
16540
0
{
16541
0
    ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window;
16542
0
    ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window;
16543
0
    if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder))
16544
0
        return d;
16545
0
    return (a->BeginOrderWithinContext - b->BeginOrderWithinContext);
16546
0
}
16547
16548
// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node.
16549
// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented)
16550
// Custom overrides may want to decorate, group, sort entries.
16551
// Please note those are internal structures: if you copy this expect occasional breakage.
16552
void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16553
0
{
16554
0
    IM_UNUSED(ctx);
16555
0
    if (tab_bar->Tabs.Size == 1)
16556
0
    {
16557
        // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table.
16558
0
        if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar()))
16559
0
            node->WantHiddenTabBarToggle = true;
16560
0
    }
16561
0
    else
16562
0
    {
16563
        // Display a selectable list of windows in this docking node
16564
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
16565
0
        {
16566
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
16567
0
            if (tab->Flags & ImGuiTabItemFlags_Button)
16568
0
                continue;
16569
0
            if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId))
16570
0
                TabBarQueueFocus(tab_bar, tab);
16571
0
            SameLine();
16572
0
            Text("   ");
16573
0
        }
16574
0
    }
16575
0
}
16576
16577
static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16578
0
{
16579
    // Try to position the menu so it is more likely to stays within the same viewport
16580
0
    ImGuiContext& g = *GImGui;
16581
0
    if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left)
16582
0
        SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f));
16583
0
    else
16584
0
        SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f));
16585
0
    if (BeginPopup("#WindowMenu"))
16586
0
    {
16587
0
        node->IsFocused = true;
16588
0
        g.DockNodeWindowMenuHandler(&g, node, tab_bar);
16589
0
        EndPopup();
16590
0
    }
16591
0
}
16592
16593
// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button.
16594
bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node)
16595
0
{
16596
0
    if (node->TabBar == NULL || node->HostWindow == NULL)
16597
0
        return false;
16598
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
16599
0
        return false;
16600
0
    Begin(node->HostWindow->Name);
16601
0
    PushOverrideID(node->ID);
16602
0
    bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags, node);
16603
0
    IM_UNUSED(ret);
16604
0
    IM_ASSERT(ret);
16605
0
    return true;
16606
0
}
16607
16608
void ImGui::DockNodeEndAmendTabBar()
16609
0
{
16610
0
    EndTabBar();
16611
0
    PopID();
16612
0
    End();
16613
0
}
16614
16615
static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node)
16616
0
{
16617
    // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy)
16618
0
    ImGuiContext& g = *GImGui;
16619
0
    if (g.NavWindowingTarget)
16620
0
        return (g.NavWindowingTarget->DockNode == node);
16621
16622
    // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window)
16623
0
    if (g.NavWindow && root_node->LastFocusedNodeId == node->ID)
16624
0
    {
16625
        // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node)
16626
0
        ImGuiWindow* parent_window = g.NavWindow->RootWindow;
16627
0
        while (parent_window->Flags & ImGuiWindowFlags_ChildMenu)
16628
0
            parent_window = parent_window->ParentWindow->RootWindow;
16629
0
        ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode;
16630
0
        for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL)
16631
0
            if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node)
16632
0
                return true;
16633
0
    }
16634
0
    return false;
16635
0
}
16636
16637
// Submit the tab bar corresponding to a dock node and various housekeeping details.
16638
static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window)
16639
0
{
16640
0
    ImGuiContext& g = *GImGui;
16641
0
    ImGuiStyle& style = g.Style;
16642
16643
0
    const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16644
0
    const bool closed_all = node->WantCloseAll && node_was_active;
16645
0
    const ImGuiID closed_one = node->WantCloseTabId && node_was_active;
16646
0
    node->WantCloseAll = false;
16647
0
    node->WantCloseTabId = 0;
16648
16649
    // Decide if we should use a focused title bar color
16650
0
    bool is_focused = false;
16651
0
    ImGuiDockNode* root_node = DockNodeGetRootNode(node);
16652
0
    if (IsDockNodeTitleBarHighlighted(node, root_node))
16653
0
        is_focused = true;
16654
16655
    // Hidden tab bar will show a triangle on the upper-left (in Begin)
16656
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
16657
0
    {
16658
0
        node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16659
0
        node->IsFocused = is_focused;
16660
0
        if (is_focused)
16661
0
            node->LastFrameFocused = g.FrameCount;
16662
0
        if (node->VisibleWindow)
16663
0
        {
16664
            // Notify root of visible window (used to display title in OS task bar)
16665
0
            if (is_focused || root_node->VisibleWindow == NULL)
16666
0
                root_node->VisibleWindow = node->VisibleWindow;
16667
0
            if (node->TabBar)
16668
0
                node->TabBar->VisibleTabId = node->VisibleWindow->TabId;
16669
0
        }
16670
0
        return;
16671
0
    }
16672
16673
    // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed
16674
0
    bool backup_skip_item = host_window->SkipItems;
16675
0
    if (!node->IsDockSpace())
16676
0
    {
16677
0
        host_window->SkipItems = false;
16678
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
16679
0
    }
16680
16681
    // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID.
16682
    // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs,
16683
    // as docked windows themselves will override the stack with their own root ID.
16684
0
    PushOverrideID(node->ID);
16685
0
    ImGuiTabBar* tab_bar = node->TabBar;
16686
0
    bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden
16687
0
    if (tab_bar == NULL)
16688
0
    {
16689
0
        DockNodeAddTabBar(node);
16690
0
        tab_bar = node->TabBar;
16691
0
    }
16692
16693
0
    ImGuiID focus_tab_id = 0;
16694
0
    node->IsFocused = is_focused;
16695
16696
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16697
0
    const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None);
16698
16699
    // In a dock node, the Collapse Button turns into the Window Menu button.
16700
    // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes?
16701
0
    if (has_window_menu_button && IsPopupOpen("#WindowMenu"))
16702
0
    {
16703
0
        ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId;
16704
0
        DockNodeWindowMenuUpdate(node, tab_bar);
16705
0
        if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id)
16706
0
            focus_tab_id = tab_bar->NextSelectedTabId;
16707
0
        is_focused |= node->IsFocused;
16708
0
    }
16709
16710
    // Layout
16711
0
    ImRect title_bar_rect, tab_bar_rect;
16712
0
    ImVec2 window_menu_button_pos;
16713
0
    ImVec2 close_button_pos;
16714
0
    DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos);
16715
16716
    // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value.
16717
0
    const int tabs_count_old = tab_bar->Tabs.Size;
16718
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16719
0
    {
16720
0
        ImGuiWindow* window = node->Windows[window_n];
16721
0
        if (TabBarFindTabByID(tab_bar, window->TabId) == NULL)
16722
0
            TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
16723
0
    }
16724
16725
    // Title bar
16726
0
    if (is_focused)
16727
0
        node->LastFrameFocused = g.FrameCount;
16728
0
    ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
16729
0
    ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE);
16730
0
    host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags);
16731
16732
    // Docking/Collapse button
16733
0
    if (has_window_menu_button)
16734
0
    {
16735
0
        if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node)
16736
0
            OpenPopup("#WindowMenu");
16737
0
        if (IsItemActive())
16738
0
            focus_tab_id = tab_bar->SelectedTabId;
16739
0
    }
16740
16741
    // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value
16742
0
    int tabs_unsorted_start = tab_bar->Tabs.Size;
16743
0
    for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--)
16744
0
    {
16745
        // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting?
16746
0
        tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted;
16747
0
        tabs_unsorted_start = tab_n;
16748
0
    }
16749
0
    if (tab_bar->Tabs.Size > tabs_unsorted_start)
16750
0
    {
16751
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : "");
16752
0
        for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++)
16753
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab '%s' Order %d\n", tab_bar->Tabs[tab_n].Window->Name, tab_bar->Tabs[tab_n].Window->DockOrder);
16754
0
        if (tab_bar->Tabs.Size > tabs_unsorted_start + 1)
16755
0
            ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder);
16756
0
    }
16757
16758
    // Apply NavWindow focus back to the tab bar
16759
0
    if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node)
16760
0
        tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId;
16761
16762
    // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated
16763
0
    if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL)
16764
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId;
16765
0
    else if (tab_bar->Tabs.Size > tabs_count_old)
16766
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId;
16767
16768
    // Begin tab bar
16769
0
    ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons);
16770
0
    tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;
16771
0
    if (!host_window->Collapsed && is_focused)
16772
0
        tab_bar_flags |= ImGuiTabBarFlags_IsFocused;
16773
0
    BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags, node);
16774
    //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255));
16775
16776
    // Backup style colors
16777
0
    ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT];
16778
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16779
0
        backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]];
16780
16781
    // Submit actual tabs
16782
0
    node->VisibleWindow = NULL;
16783
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16784
0
    {
16785
0
        ImGuiWindow* window = node->Windows[window_n];
16786
0
        if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument))
16787
0
            continue;
16788
0
        if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active)
16789
0
        {
16790
0
            ImGuiTabItemFlags tab_item_flags = 0;
16791
0
            tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet;
16792
0
            if (window->Flags & ImGuiWindowFlags_UnsavedDocument)
16793
0
                tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument;
16794
0
            if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
16795
0
                tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
16796
16797
            // Apply stored style overrides for the window
16798
0
            for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16799
0
                g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]);
16800
16801
            // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so)
16802
0
            bool tab_open = true;
16803
0
            TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window);
16804
0
            if (!tab_open)
16805
0
                node->WantCloseTabId = window->TabId;
16806
0
            if (tab_bar->VisibleTabId == window->TabId)
16807
0
                node->VisibleWindow = window;
16808
16809
            // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call
16810
0
            window->DockTabItemStatusFlags = g.LastItemData.StatusFlags;
16811
0
            window->DockTabItemRect = g.LastItemData.Rect;
16812
16813
            // Update navigation ID on menu layer
16814
0
            if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0)
16815
0
                host_window->NavLastIds[1] = window->TabId;
16816
0
        }
16817
0
    }
16818
16819
    // Restore style colors
16820
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16821
0
        g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n];
16822
16823
    // Notify root of visible window (used to display title in OS task bar)
16824
0
    if (node->VisibleWindow)
16825
0
        if (is_focused || root_node->VisibleWindow == NULL)
16826
0
            root_node->VisibleWindow = node->VisibleWindow;
16827
16828
    // Close button (after VisibleWindow was updated)
16829
    // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId
16830
0
    const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton;
16831
0
    const bool close_button_is_visible = node->HasCloseButton;
16832
    //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one)
16833
0
    if (close_button_is_visible)
16834
0
    {
16835
0
        if (!close_button_is_enabled)
16836
0
        {
16837
0
            PushItemFlag(ImGuiItemFlags_Disabled, true);
16838
0
            PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f));
16839
0
        }
16840
0
        if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos))
16841
0
        {
16842
0
            node->WantCloseAll = true;
16843
0
            for (int n = 0; n < tab_bar->Tabs.Size; n++)
16844
0
                TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]);
16845
0
        }
16846
        //if (IsItemActive())
16847
        //    focus_tab_id = tab_bar->SelectedTabId;
16848
0
        if (!close_button_is_enabled)
16849
0
        {
16850
0
            PopStyleColor();
16851
0
            PopItemFlag();
16852
0
        }
16853
0
    }
16854
16855
    // When clicking on the title bar outside of tabs, we still focus the selected tab for that node
16856
    // FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them.
16857
0
    ImGuiID title_bar_id = host_window->GetID("#TITLEBAR");
16858
0
    if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id)
16859
0
    {
16860
0
        bool held;
16861
0
        KeepAliveID(title_bar_id);
16862
0
        ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowItemOverlap);
16863
0
        if (g.HoveredId == title_bar_id)
16864
0
        {
16865
            // ImGuiButtonFlags_AllowItemOverlap + SetItemAllowOverlap() required for appending into dock node tab bar,
16866
            // otherwise dragging window will steal HoveredId and amended tabs cannot get them.
16867
0
            g.LastItemData.ID = title_bar_id;
16868
0
            SetItemAllowOverlap();
16869
0
        }
16870
0
        if (held)
16871
0
        {
16872
0
            if (IsMouseClicked(0))
16873
0
                focus_tab_id = tab_bar->SelectedTabId;
16874
16875
            // Forward moving request to selected window
16876
0
            if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
16877
0
                StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false);
16878
0
        }
16879
0
    }
16880
16881
    // Forward focus from host node to selected window
16882
    //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget)
16883
    //    focus_tab_id = tab_bar->SelectedTabId;
16884
16885
    // When clicked on a tab we requested focus to the docked child
16886
    // This overrides the value set by "forward focus from host node to selected window".
16887
0
    if (tab_bar->NextSelectedTabId)
16888
0
        focus_tab_id = tab_bar->NextSelectedTabId;
16889
16890
    // Apply navigation focus
16891
0
    if (focus_tab_id != 0)
16892
0
        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id))
16893
0
            if (tab->Window)
16894
0
            {
16895
0
                FocusWindow(tab->Window);
16896
0
                NavInitWindow(tab->Window, false);
16897
0
            }
16898
16899
0
    EndTabBar();
16900
0
    PopID();
16901
16902
    // Restore SkipItems flag
16903
0
    if (!node->IsDockSpace())
16904
0
    {
16905
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
16906
0
        host_window->SkipItems = backup_skip_item;
16907
0
    }
16908
0
}
16909
16910
static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node)
16911
0
{
16912
0
    IM_ASSERT(node->TabBar == NULL);
16913
0
    node->TabBar = IM_NEW(ImGuiTabBar);
16914
0
}
16915
16916
static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node)
16917
0
{
16918
0
    if (node->TabBar == NULL)
16919
0
        return;
16920
0
    IM_DELETE(node->TabBar);
16921
0
    node->TabBar = NULL;
16922
0
}
16923
16924
static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window)
16925
0
{
16926
0
    if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext)
16927
0
        return false;
16928
16929
0
    ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass;
16930
0
    ImGuiWindowClass* payload_class = &payload->WindowClass;
16931
0
    if (host_class->ClassId != payload_class->ClassId)
16932
0
    {
16933
0
        if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0)
16934
0
            return true;
16935
0
        if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0)
16936
0
            return true;
16937
0
        return false;
16938
0
    }
16939
16940
    // Prevent docking any window created above a popup
16941
    // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features),
16942
    // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test.
16943
    // But it would requires more work on our end because the dock host windows is technically created in NewFrame()
16944
    // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking.
16945
0
    ImGuiContext& g = *GImGui;
16946
0
    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
16947
0
        if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window)
16948
0
            if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window))   // Payload is created from within a popup begin stack.
16949
0
                return false;
16950
16951
0
    return true;
16952
0
}
16953
16954
static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload)
16955
0
{
16956
0
    if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering
16957
0
        return true;
16958
16959
0
    const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1;
16960
0
    for (int payload_n = 0; payload_n < payload_count; payload_n++)
16961
0
    {
16962
0
        ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload;
16963
0
        if (DockNodeIsDropAllowedOne(payload, host_window))
16964
0
            return true;
16965
0
    }
16966
0
    return false;
16967
0
}
16968
16969
// window menu button == collapse button when not in a dock node.
16970
// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code.
16971
static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos)
16972
0
{
16973
0
    ImGuiContext& g = *GImGui;
16974
0
    ImGuiStyle& style = g.Style;
16975
16976
0
    ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f);
16977
0
    if (out_title_rect) { *out_title_rect = r; }
16978
16979
0
    r.Min.x += style.WindowBorderSize;
16980
0
    r.Max.x -= style.WindowBorderSize;
16981
16982
0
    float button_sz = g.FontSize;
16983
16984
0
    ImVec2 window_menu_button_pos = r.Min;
16985
0
    r.Min.x += style.FramePadding.x;
16986
0
    r.Max.x -= style.FramePadding.x;
16987
0
    if (node->HasCloseButton)
16988
0
    {
16989
0
        r.Max.x -= button_sz;
16990
0
        if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - style.FramePadding.x, r.Min.y);
16991
0
    }
16992
0
    if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left)
16993
0
    {
16994
0
        r.Min.x += button_sz + style.ItemInnerSpacing.x;
16995
0
    }
16996
0
    else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right)
16997
0
    {
16998
0
        r.Max.x -= button_sz + style.FramePadding.x;
16999
0
        window_menu_button_pos = ImVec2(r.Max.x, r.Min.y);
17000
0
    }
17001
0
    if (out_tab_bar_rect) { *out_tab_bar_rect = r; }
17002
0
    if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; }
17003
0
}
17004
17005
void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired)
17006
0
{
17007
0
    ImGuiContext& g = *GImGui;
17008
0
    const float dock_spacing = g.Style.ItemInnerSpacing.x;
17009
0
    const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
17010
0
    pos_new[axis ^ 1] = pos_old[axis ^ 1];
17011
0
    size_new[axis ^ 1] = size_old[axis ^ 1];
17012
17013
    // Distribute size on given axis (with a desired size or equally)
17014
0
    const float w_avail = size_old[axis] - dock_spacing;
17015
0
    if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f)
17016
0
    {
17017
0
        size_new[axis] = size_new_desired[axis];
17018
0
        size_old[axis] = IM_FLOOR(w_avail - size_new[axis]);
17019
0
    }
17020
0
    else
17021
0
    {
17022
0
        size_new[axis] = IM_FLOOR(w_avail * 0.5f);
17023
0
        size_old[axis] = IM_FLOOR(w_avail - size_new[axis]);
17024
0
    }
17025
17026
    // Position each node
17027
0
    if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
17028
0
    {
17029
0
        pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing;
17030
0
    }
17031
0
    else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up)
17032
0
    {
17033
0
        pos_new[axis] = pos_old[axis];
17034
0
        pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing;
17035
0
    }
17036
0
}
17037
17038
// Retrieve the drop rectangles for a given direction or for the center + perform hit testing.
17039
bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos)
17040
0
{
17041
0
    ImGuiContext& g = *GImGui;
17042
17043
0
    const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight());
17044
0
    const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f));
17045
0
    float hs_w; // Half-size, longer axis
17046
0
    float hs_h; // Half-size, smaller axis
17047
0
    ImVec2 off; // Distance from edge or center
17048
0
    if (outer_docking)
17049
0
    {
17050
        //hs_w = ImFloor(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f));
17051
        //hs_h = ImFloor(hs_w * 0.15f);
17052
        //off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImFloor(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h));
17053
0
        hs_w = ImFloor(hs_for_central_nodes * 1.50f);
17054
0
        hs_h = ImFloor(hs_for_central_nodes * 0.80f);
17055
0
        off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - hs_h), ImFloor(parent.GetHeight() * 0.5f - hs_h));
17056
0
    }
17057
0
    else
17058
0
    {
17059
0
        hs_w = ImFloor(hs_for_central_nodes);
17060
0
        hs_h = ImFloor(hs_for_central_nodes * 0.90f);
17061
0
        off = ImVec2(ImFloor(hs_w * 2.40f), ImFloor(hs_w * 2.40f));
17062
0
    }
17063
17064
0
    ImVec2 c = ImFloor(parent.GetCenter());
17065
0
    if      (dir == ImGuiDir_None)  { out_r = ImRect(c.x - hs_w, c.y - hs_w,         c.x + hs_w, c.y + hs_w);         }
17066
0
    else if (dir == ImGuiDir_Up)    { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); }
17067
0
    else if (dir == ImGuiDir_Down)  { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); }
17068
0
    else if (dir == ImGuiDir_Left)  { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); }
17069
0
    else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); }
17070
17071
0
    if (test_mouse_pos == NULL)
17072
0
        return false;
17073
17074
0
    ImRect hit_r = out_r;
17075
0
    if (!outer_docking)
17076
0
    {
17077
        // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides
17078
0
        hit_r.Expand(ImFloor(hs_w * 0.30f));
17079
0
        ImVec2 mouse_delta = (*test_mouse_pos - c);
17080
0
        float mouse_delta_len2 = ImLengthSqr(mouse_delta);
17081
0
        float r_threshold_center = hs_w * 1.4f;
17082
0
        float r_threshold_sides = hs_w * (1.4f + 1.2f);
17083
0
        if (mouse_delta_len2 < r_threshold_center * r_threshold_center)
17084
0
            return (dir == ImGuiDir_None);
17085
0
        if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides)
17086
0
            return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y));
17087
0
    }
17088
0
    return hit_r.Contains(*test_mouse_pos);
17089
0
}
17090
17091
// host_node may be NULL if the window doesn't have a DockNode already.
17092
// FIXME-DOCK: This is misnamed since it's also doing the filtering.
17093
static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking)
17094
0
{
17095
0
    ImGuiContext& g = *GImGui;
17096
17097
    // There is an edge case when docking into a dockspace which only has inactive nodes.
17098
    // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive.
17099
    // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference.
17100
0
    if (payload_node == NULL)
17101
0
        payload_node = payload_window->DockNodeAsHost;
17102
0
    ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node;
17103
0
    if (ref_node_for_rect)
17104
0
        IM_ASSERT(ref_node_for_rect->IsVisible == true);
17105
17106
    // Filter, figure out where we are allowed to dock
17107
0
    ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet;
17108
0
    ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet;
17109
0
    data->IsCenterAvailable = true;
17110
0
    if (is_outer_docking)
17111
0
        data->IsCenterAvailable = false;
17112
0
    else if (dst_node_flags & ImGuiDockNodeFlags_NoDocking)
17113
0
        data->IsCenterAvailable = false;
17114
0
    else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) && host_node->IsCentralNode())
17115
0
        data->IsCenterAvailable = false;
17116
0
    else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split?
17117
0
        data->IsCenterAvailable = false;
17118
0
    else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe)
17119
0
        data->IsCenterAvailable = false;
17120
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty()))
17121
0
        data->IsCenterAvailable = false;
17122
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty())
17123
0
        data->IsCenterAvailable = false;
17124
17125
0
    data->IsSidesAvailable = true;
17126
0
    if ((dst_node_flags & ImGuiDockNodeFlags_NoSplit) || g.IO.ConfigDockingNoSplit)
17127
0
        data->IsSidesAvailable = false;
17128
0
    else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode())
17129
0
        data->IsSidesAvailable = false;
17130
0
    else if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplitMe) || (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther))
17131
0
        data->IsSidesAvailable = false;
17132
17133
    // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split)
17134
0
    data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton);
17135
0
    data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0);
17136
0
    data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos;
17137
0
    data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size;
17138
17139
    // Calculate drop shapes geometry for allowed splitting directions
17140
0
    IM_ASSERT(ImGuiDir_None == -1);
17141
0
    data->SplitNode = host_node;
17142
0
    data->SplitDir = ImGuiDir_None;
17143
0
    data->IsSplitDirExplicit = false;
17144
0
    if (!host_window->Collapsed)
17145
0
        for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17146
0
        {
17147
0
            if (dir == ImGuiDir_None && !data->IsCenterAvailable)
17148
0
                continue;
17149
0
            if (dir != ImGuiDir_None && !data->IsSidesAvailable)
17150
0
                continue;
17151
0
            if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos))
17152
0
            {
17153
0
                data->SplitDir = (ImGuiDir)dir;
17154
0
                data->IsSplitDirExplicit = true;
17155
0
            }
17156
0
        }
17157
17158
    // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar
17159
0
    data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable);
17160
0
    if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift)
17161
0
        data->IsDropAllowed = false;
17162
17163
    // Calculate split area
17164
0
    data->SplitRatio = 0.0f;
17165
0
    if (data->SplitDir != ImGuiDir_None)
17166
0
    {
17167
0
        ImGuiDir split_dir = data->SplitDir;
17168
0
        ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
17169
0
        ImVec2 pos_new, pos_old = data->FutureNode.Pos;
17170
0
        ImVec2 size_new, size_old = data->FutureNode.Size;
17171
0
        DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size);
17172
17173
        // Calculate split ratio so we can pass it down the docking request
17174
0
        float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]);
17175
0
        data->FutureNode.Pos = pos_new;
17176
0
        data->FutureNode.Size = size_new;
17177
0
        data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio);
17178
0
    }
17179
0
}
17180
17181
static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data)
17182
0
{
17183
0
    ImGuiContext& g = *GImGui;
17184
0
    IM_ASSERT(g.CurrentWindow == host_window);   // Because we rely on font size to calculate tab sizes
17185
17186
    // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent.
17187
    // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes.
17188
0
    const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload;
17189
17190
    // In case the two windows involved are on different viewports, we will draw the overlay on each of them.
17191
0
    int overlay_draw_lists_count = 0;
17192
0
    ImDrawList* overlay_draw_lists[2];
17193
0
    overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport);
17194
0
    if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload)
17195
0
        overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport);
17196
17197
    // Draw main preview rectangle
17198
0
    const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f);
17199
0
    const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f);
17200
0
    const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f);
17201
0
    const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f);
17202
17203
    // Display area preview
17204
0
    const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0);
17205
0
    if (data->IsDropAllowed)
17206
0
    {
17207
0
        ImRect overlay_rect = data->FutureNode.Rect();
17208
0
        if (data->SplitDir == ImGuiDir_None && can_preview_tabs)
17209
0
            overlay_rect.Min.y += GetFrameHeight();
17210
0
        if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable)
17211
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17212
0
                overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE));
17213
0
    }
17214
17215
    // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read)
17216
0
    if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable)
17217
0
    {
17218
        // Compute target tab bar geometry so we can locate our preview tabs
17219
0
        ImRect tab_bar_rect;
17220
0
        DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL);
17221
0
        ImVec2 tab_pos = tab_bar_rect.Min;
17222
0
        if (host_node && host_node->TabBar)
17223
0
        {
17224
0
            if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar())
17225
0
                tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission.
17226
0
            else
17227
0
                tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x;
17228
0
        }
17229
0
        else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost))
17230
0
        {
17231
0
            tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar
17232
0
        }
17233
17234
        // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows)
17235
0
        if (root_payload->DockNodeAsHost)
17236
0
            IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size);
17237
0
        ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL;
17238
0
        const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1;
17239
0
        for (int payload_n = 0; payload_n < payload_count; payload_n++)
17240
0
        {
17241
            // DockNode's TabBar may have non-window Tabs manually appended by user
17242
0
            ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload;
17243
0
            if (tab_bar_with_payload && payload_window == NULL)
17244
0
                continue;
17245
0
            if (!DockNodeIsDropAllowedOne(payload_window, host_window))
17246
0
                continue;
17247
17248
            // Calculate the tab bounding box for each payload window
17249
0
            ImVec2 tab_size = TabItemCalcSize(payload_window);
17250
0
            ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y);
17251
0
            tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x;
17252
0
            const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]);
17253
0
            const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]);
17254
0
            PushStyleColor(ImGuiCol_Text, overlay_col_text);
17255
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17256
0
            {
17257
0
                ImGuiTabItemFlags tab_flags = ImGuiTabItemFlags_Preview | ((payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0);
17258
0
                if (!tab_bar_rect.Contains(tab_bb))
17259
0
                    overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max);
17260
0
                TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs);
17261
0
                TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL);
17262
0
                if (!tab_bar_rect.Contains(tab_bb))
17263
0
                    overlay_draw_lists[overlay_n]->PopClipRect();
17264
0
            }
17265
0
            PopStyleColor();
17266
0
        }
17267
0
    }
17268
17269
    // Display drop boxes
17270
0
    const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding);
17271
0
    for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17272
0
    {
17273
0
        if (!data->DropRectsDraw[dir + 1].IsInverted())
17274
0
        {
17275
0
            ImRect draw_r = data->DropRectsDraw[dir + 1];
17276
0
            ImRect draw_r_in = draw_r;
17277
0
            draw_r_in.Expand(-2.0f);
17278
0
            ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop;
17279
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17280
0
            {
17281
0
                ImVec2 center = ImFloor(draw_r_in.GetCenter());
17282
0
                overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding);
17283
0
                overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding);
17284
0
                if (dir == ImGuiDir_Left || dir == ImGuiDir_Right)
17285
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines);
17286
0
                if (dir == ImGuiDir_Up || dir == ImGuiDir_Down)
17287
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines);
17288
0
            }
17289
0
        }
17290
17291
        // Stop after ImGuiDir_None
17292
0
        if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoSplit)) || g.IO.ConfigDockingNoSplit)
17293
0
            return;
17294
0
    }
17295
0
}
17296
17297
//-----------------------------------------------------------------------------
17298
// Docking: ImGuiDockNode Tree manipulation functions
17299
//-----------------------------------------------------------------------------
17300
// - DockNodeTreeSplit()
17301
// - DockNodeTreeMerge()
17302
// - DockNodeTreeUpdatePosSize()
17303
// - DockNodeTreeUpdateSplitterFindTouchingNode()
17304
// - DockNodeTreeUpdateSplitter()
17305
// - DockNodeTreeFindFallbackLeafNode()
17306
// - DockNodeTreeFindNodeByPos()
17307
//-----------------------------------------------------------------------------
17308
17309
void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node)
17310
0
{
17311
0
    ImGuiContext& g = *GImGui;
17312
0
    IM_ASSERT(split_axis != ImGuiAxis_None);
17313
17314
0
    ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0);
17315
0
    child_0->ParentNode = parent_node;
17316
17317
0
    ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0);
17318
0
    child_1->ParentNode = parent_node;
17319
17320
0
    ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1;
17321
0
    DockNodeMoveChildNodes(child_inheritor, parent_node);
17322
0
    parent_node->ChildNodes[0] = child_0;
17323
0
    parent_node->ChildNodes[1] = child_1;
17324
0
    parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow;
17325
0
    parent_node->SplitAxis = split_axis;
17326
0
    parent_node->VisibleWindow = NULL;
17327
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode;
17328
17329
0
    float size_avail = (parent_node->Size[split_axis] - DOCKING_SPLITTER_SIZE);
17330
0
    size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f);
17331
0
    IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting.
17332
0
    child_0->SizeRef = child_1->SizeRef = parent_node->Size;
17333
0
    child_0->SizeRef[split_axis] = ImFloor(size_avail * split_ratio);
17334
0
    child_1->SizeRef[split_axis] = ImFloor(size_avail - child_0->SizeRef[split_axis]);
17335
17336
0
    DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node);
17337
0
    DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID);
17338
0
    DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node));
17339
0
    DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size);
17340
17341
    // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property)
17342
0
    child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17343
0
    child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17344
0
    child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17345
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17346
0
    child_0->UpdateMergedFlags();
17347
0
    child_1->UpdateMergedFlags();
17348
0
    parent_node->UpdateMergedFlags();
17349
0
    if (child_inheritor->IsCentralNode())
17350
0
        DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor;
17351
0
}
17352
17353
void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child)
17354
0
{
17355
    // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL.
17356
0
    ImGuiContext& g = *GImGui;
17357
0
    ImGuiDockNode* child_0 = parent_node->ChildNodes[0];
17358
0
    ImGuiDockNode* child_1 = parent_node->ChildNodes[1];
17359
0
    IM_ASSERT(child_0 || child_1);
17360
0
    IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1);
17361
0
    if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0))
17362
0
    {
17363
0
        IM_ASSERT(parent_node->TabBar == NULL);
17364
0
        IM_ASSERT(parent_node->Windows.Size == 0);
17365
0
    }
17366
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID);
17367
17368
0
    ImVec2 backup_last_explicit_size = parent_node->SizeRef;
17369
0
    DockNodeMoveChildNodes(parent_node, merge_lead_child);
17370
0
    if (child_0)
17371
0
    {
17372
0
        DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows
17373
0
        DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID);
17374
0
    }
17375
0
    if (child_1)
17376
0
    {
17377
0
        DockNodeMoveWindows(parent_node, child_1);
17378
0
        DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID);
17379
0
    }
17380
0
    DockNodeApplyPosSizeToWindows(parent_node);
17381
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto;
17382
0
    parent_node->VisibleWindow = merge_lead_child->VisibleWindow;
17383
0
    parent_node->SizeRef = backup_last_explicit_size;
17384
17385
    // Flags transfer
17386
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag
17387
0
    parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17388
0
    parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17389
0
    parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows
17390
0
    parent_node->UpdateMergedFlags();
17391
17392
0
    if (child_0)
17393
0
    {
17394
0
        ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL);
17395
0
        IM_DELETE(child_0);
17396
0
    }
17397
0
    if (child_1)
17398
0
    {
17399
0
        ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL);
17400
0
        IM_DELETE(child_1);
17401
0
    }
17402
0
}
17403
17404
// Update Pos/Size for a node hierarchy (don't affect child Windows yet)
17405
// (Depth-first, Pre-Order)
17406
void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node)
17407
0
{
17408
    // During the regular dock node update we write to all nodes.
17409
    // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away.
17410
0
    const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node;
17411
0
    if (write_to_node)
17412
0
    {
17413
0
        node->Pos = pos;
17414
0
        node->Size = size;
17415
0
    }
17416
17417
0
    if (node->IsLeafNode())
17418
0
        return;
17419
17420
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17421
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17422
0
    ImVec2 child_0_pos = pos, child_1_pos = pos;
17423
0
    ImVec2 child_0_size = size, child_1_size = size;
17424
17425
0
    const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0));
17426
0
    const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1));
17427
0
    const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node;
17428
0
    const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node;
17429
17430
0
    if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible)
17431
0
    {
17432
0
        ImGuiContext& g = *GImGui;
17433
0
        const float spacing = DOCKING_SPLITTER_SIZE;
17434
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17435
0
        const float size_avail = ImMax(size[axis] - spacing, 0.0f);
17436
17437
        // Size allocation policy
17438
        // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows.
17439
0
        const float size_min_each = ImFloor(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f);
17440
17441
        // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing.
17442
        // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImFloor()
17443
        // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce
17444
17445
        // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge)
17446
0
        if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce)
17447
0
        {
17448
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]);
17449
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17450
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17451
0
        }
17452
0
        else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce)
17453
0
        {
17454
0
            child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]);
17455
0
            child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]);
17456
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17457
0
        }
17458
0
        else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce)
17459
0
        {
17460
            // FIXME-DOCK: We cannot honor the requested size, so apply ratio.
17461
            // Currently this path will only be taken if code programmatically sets WantLockSizeOnce
17462
0
            float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]);
17463
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImFloor(size_avail * split_ratio);
17464
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17465
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17466
0
        }
17467
17468
        // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node
17469
0
        else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild)
17470
0
        {
17471
0
            child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]);
17472
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17473
0
        }
17474
0
        else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild)
17475
0
        {
17476
0
            child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]);
17477
0
            child_0_size[axis] = (size_avail - child_1_size[axis]);
17478
0
        }
17479
0
        else
17480
0
        {
17481
            // 4) Otherwise distribute according to the relative ratio of each SizeRef value
17482
0
            float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]);
17483
0
            child_0_size[axis] = ImMax(size_min_each, ImFloor(size_avail * split_ratio + 0.5f));
17484
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17485
0
        }
17486
17487
0
        child_1_pos[axis] += spacing + child_0_size[axis];
17488
0
    }
17489
17490
0
    if (only_write_to_single_node == NULL)
17491
0
        child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false;
17492
17493
0
    const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible;
17494
0
    const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible;
17495
0
    if (child_0_recurse)
17496
0
        DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size);
17497
0
    if (child_1_recurse)
17498
0
        DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size);
17499
0
}
17500
17501
static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector<ImGuiDockNode*>* touching_nodes)
17502
0
{
17503
0
    if (node->IsLeafNode())
17504
0
    {
17505
0
        touching_nodes->push_back(node);
17506
0
        return;
17507
0
    }
17508
0
    if (node->ChildNodes[0]->IsVisible)
17509
0
        if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible)
17510
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes);
17511
0
    if (node->ChildNodes[1]->IsVisible)
17512
0
        if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible)
17513
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes);
17514
0
}
17515
17516
// (Depth-First, Pre-Order)
17517
void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
17518
0
{
17519
0
    if (node->IsLeafNode())
17520
0
        return;
17521
17522
0
    ImGuiContext& g = *GImGui;
17523
17524
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17525
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17526
0
    if (child_0->IsVisible && child_1->IsVisible)
17527
0
    {
17528
        // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally)
17529
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17530
0
        IM_ASSERT(axis != ImGuiAxis_None);
17531
0
        ImRect bb;
17532
0
        bb.Min = child_0->Pos;
17533
0
        bb.Max = child_1->Pos;
17534
0
        bb.Min[axis] += child_0->Size[axis];
17535
0
        bb.Max[axis ^ 1] += child_1->Size[axis ^ 1];
17536
        //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255));
17537
17538
0
        const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs
17539
0
        const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY;
17540
0
        if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag))
17541
0
        {
17542
0
            ImGuiWindow* window = g.CurrentWindow;
17543
0
            window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding);
17544
0
        }
17545
0
        else
17546
0
        {
17547
            //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node.
17548
            //bb.Max[axis] -= 1;
17549
0
            PushID(node->ID);
17550
17551
            // Find resizing limits by gathering list of nodes that are touching the splitter line.
17552
0
            ImVector<ImGuiDockNode*> touching_nodes[2];
17553
0
            float min_size = g.Style.WindowMinSize[axis];
17554
0
            float resize_limits[2];
17555
0
            resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size;
17556
0
            resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size;
17557
17558
0
            ImGuiID splitter_id = GetID("##Splitter");
17559
0
            if (g.ActiveId == splitter_id) // Only process when splitter is active
17560
0
            {
17561
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]);
17562
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]);
17563
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++)
17564
0
                    resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size);
17565
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++)
17566
0
                    resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size);
17567
17568
                // [DEBUG] Render touching nodes & limits
17569
                /*
17570
                ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17571
                for (int n = 0; n < 2; n++)
17572
                {
17573
                    for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++)
17574
                        draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255));
17575
                    if (axis == ImGuiAxis_X)
17576
                        draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f);
17577
                    else
17578
                        draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f);
17579
                }
17580
                */
17581
0
            }
17582
17583
            // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters
17584
0
            float cur_size_0 = child_0->Size[axis];
17585
0
            float cur_size_1 = child_1->Size[axis];
17586
0
            float min_size_0 = resize_limits[0] - child_0->Pos[axis];
17587
0
            float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1];
17588
0
            ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg);
17589
0
            if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col))
17590
0
            {
17591
0
                if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
17592
0
                {
17593
0
                    child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0;
17594
0
                    child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis];
17595
0
                    child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1;
17596
17597
                    // Lock the size of every node that is a sibling of the node we are touching
17598
                    // This might be less desirable if we can merge sibling of a same axis into the same parental level.
17599
0
                    for (int side_n = 0; side_n < 2; side_n++)
17600
0
                        for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
17601
0
                        {
17602
0
                            ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
17603
                            //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17604
                            //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
17605
0
                            while (touching_node->ParentNode != node)
17606
0
                            {
17607
0
                                if (touching_node->ParentNode->SplitAxis == axis)
17608
0
                                {
17609
                                    // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize().
17610
0
                                    ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n];
17611
0
                                    node_to_preserve->WantLockSizeOnce = true;
17612
                                    //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255));
17613
                                    //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100));
17614
0
                                }
17615
0
                                touching_node = touching_node->ParentNode;
17616
0
                            }
17617
0
                        }
17618
17619
0
                    DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size);
17620
0
                    DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size);
17621
0
                    MarkIniSettingsDirty();
17622
0
                }
17623
0
            }
17624
0
            PopID();
17625
0
        }
17626
0
    }
17627
17628
0
    if (child_0->IsVisible)
17629
0
        DockNodeTreeUpdateSplitter(child_0);
17630
0
    if (child_1->IsVisible)
17631
0
        DockNodeTreeUpdateSplitter(child_1);
17632
0
}
17633
17634
ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node)
17635
0
{
17636
0
    if (node->IsLeafNode())
17637
0
        return node;
17638
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0]))
17639
0
        return leaf_node;
17640
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1]))
17641
0
        return leaf_node;
17642
0
    return NULL;
17643
0
}
17644
17645
ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos)
17646
0
{
17647
0
    if (!node->IsVisible)
17648
0
        return NULL;
17649
17650
0
    const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE?
17651
0
    ImRect r(node->Pos, node->Pos + node->Size);
17652
0
    r.Expand(dock_spacing * 0.5f);
17653
0
    bool inside = r.Contains(pos);
17654
0
    if (!inside)
17655
0
        return NULL;
17656
17657
0
    if (node->IsLeafNode())
17658
0
        return node;
17659
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos))
17660
0
        return hovered_node;
17661
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos))
17662
0
        return hovered_node;
17663
17664
    // This means we are hovering over the splitter/spacing of a parent node
17665
0
    return node;
17666
0
}
17667
17668
//-----------------------------------------------------------------------------
17669
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
17670
//-----------------------------------------------------------------------------
17671
// - SetWindowDock() [Internal]
17672
// - DockSpace()
17673
// - DockSpaceOverViewport()
17674
//-----------------------------------------------------------------------------
17675
17676
// [Internal] Called via SetNextWindowDockID()
17677
void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond)
17678
0
{
17679
    // Test condition (NB: bit 0 is always true) and clear flags for next time
17680
0
    if (cond && (window->SetWindowDockAllowFlags & cond) == 0)
17681
0
        return;
17682
0
    window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
17683
17684
0
    if (window->DockId == dock_id)
17685
0
        return;
17686
17687
    // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot
17688
0
    ImGuiContext* ctx = GImGui;
17689
0
    if (ImGuiDockNode* new_node = DockContextFindNodeByID(ctx, dock_id))
17690
0
        if (new_node->IsSplitNode())
17691
0
        {
17692
            // Policy: Find central node or latest focused node. We first move back to our root node.
17693
0
            new_node = DockNodeGetRootNode(new_node);
17694
0
            if (new_node->CentralNode)
17695
0
            {
17696
0
                IM_ASSERT(new_node->CentralNode->IsCentralNode());
17697
0
                dock_id = new_node->CentralNode->ID;
17698
0
            }
17699
0
            else
17700
0
            {
17701
0
                dock_id = new_node->LastFocusedNodeId;
17702
0
            }
17703
0
        }
17704
17705
0
    if (window->DockId == dock_id)
17706
0
        return;
17707
17708
0
    if (window->DockNode)
17709
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
17710
0
    window->DockId = dock_id;
17711
0
}
17712
17713
// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default.
17714
// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors.
17715
// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app.
17716
// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location).
17717
ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class)
17718
0
{
17719
0
    ImGuiContext* ctx = GImGui;
17720
0
    ImGuiContext& g = *ctx;
17721
0
    ImGuiWindow* window = GetCurrentWindowRead();
17722
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
17723
0
        return 0;
17724
17725
    // Early out if parent window is hidden/collapsed
17726
    // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960.
17727
    // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true.
17728
0
    if (window->SkipItems)
17729
0
        flags |= ImGuiDockNodeFlags_KeepAliveOnly;
17730
0
    if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0)
17731
0
        window = GetCurrentWindow(); // call to set window->WriteAccessed = true;
17732
17733
0
    IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0);
17734
0
    IM_ASSERT(id != 0);
17735
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, id);
17736
0
    if (!node)
17737
0
    {
17738
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", id);
17739
0
        node = DockContextAddNode(ctx, id);
17740
0
        node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode);
17741
0
    }
17742
0
    if (window_class && window_class->ClassId != node->WindowClass.ClassId)
17743
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId);
17744
0
    node->SharedFlags = flags;
17745
0
    node->WindowClass = window_class ? *window_class : ImGuiWindowClass();
17746
17747
    // When a DockSpace transitioned form implicit to explicit this may be called a second time
17748
    // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again.
17749
0
    if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly))
17750
0
    {
17751
0
        IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID");
17752
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
17753
0
        return id;
17754
0
    }
17755
0
    node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
17756
17757
    // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible
17758
0
    if (flags & ImGuiDockNodeFlags_KeepAliveOnly)
17759
0
    {
17760
0
        node->LastFrameAlive = g.FrameCount;
17761
0
        return id;
17762
0
    }
17763
17764
0
    const ImVec2 content_avail = GetContentRegionAvail();
17765
0
    ImVec2 size = ImFloor(size_arg);
17766
0
    if (size.x <= 0.0f)
17767
0
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
17768
0
    if (size.y <= 0.0f)
17769
0
        size.y = ImMax(content_avail.y + size.y, 4.0f);
17770
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
17771
17772
0
    node->Pos = window->DC.CursorPos;
17773
0
    node->Size = node->SizeRef = size;
17774
0
    SetNextWindowPos(node->Pos);
17775
0
    SetNextWindowSize(node->Size);
17776
0
    g.NextWindowData.PosUndock = false;
17777
17778
    // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window?
17779
    // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented)
17780
0
    ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost;
17781
0
    window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar;
17782
0
    window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
17783
0
    window_flags |= ImGuiWindowFlags_NoBackground;
17784
17785
0
    char title[256];
17786
0
    ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id);
17787
17788
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f);
17789
0
    Begin(title, NULL, window_flags);
17790
0
    PopStyleVar();
17791
17792
0
    ImGuiWindow* host_window = g.CurrentWindow;
17793
0
    DockNodeSetupHostWindow(node, host_window);
17794
0
    host_window->ChildId = window->GetID(title);
17795
0
    node->OnlyNodeWithWindows = NULL;
17796
17797
0
    IM_ASSERT(node->IsRootNode());
17798
17799
    // We need to handle the rare case were a central node is missing.
17800
    // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace.
17801
    // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split.
17802
    // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining.
17803
    // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property,
17804
    // as it doesn't make sense for an empty dockspace to not have this property.
17805
0
    if (node->IsLeafNode() && !node->IsCentralNode())
17806
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
17807
17808
    // Update the node
17809
0
    DockNodeUpdate(node);
17810
17811
0
    End();
17812
17813
0
    ImRect bb(node->Pos, node->Pos + size);
17814
0
    ItemSize(size);
17815
0
    ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?)
17816
0
    if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild()
17817
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
17818
17819
0
    return id;
17820
0
}
17821
17822
// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode!
17823
// The limitation with this call is that your window won't have a menu bar.
17824
// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function.
17825
// But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it.
17826
ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
17827
0
{
17828
0
    if (viewport == NULL)
17829
0
        viewport = GetMainViewport();
17830
17831
0
    SetNextWindowPos(viewport->WorkPos);
17832
0
    SetNextWindowSize(viewport->WorkSize);
17833
0
    SetNextWindowViewport(viewport->ID);
17834
17835
0
    ImGuiWindowFlags host_window_flags = 0;
17836
0
    host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
17837
0
    host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
17838
0
    if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
17839
0
        host_window_flags |= ImGuiWindowFlags_NoBackground;
17840
17841
0
    char label[32];
17842
0
    ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID);
17843
17844
0
    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
17845
0
    PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
17846
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
17847
0
    Begin(label, NULL, host_window_flags);
17848
0
    PopStyleVar(3);
17849
17850
0
    ImGuiID dockspace_id = GetID("DockSpace");
17851
0
    DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class);
17852
0
    End();
17853
17854
0
    return dockspace_id;
17855
0
}
17856
17857
//-----------------------------------------------------------------------------
17858
// Docking: Builder Functions
17859
//-----------------------------------------------------------------------------
17860
// Very early end-user API to manipulate dock nodes.
17861
// Only available in imgui_internal.h. Expect this API to change/break!
17862
// It is expected that those functions are all called _before_ the dockspace node submission.
17863
//-----------------------------------------------------------------------------
17864
// - DockBuilderDockWindow()
17865
// - DockBuilderGetNode()
17866
// - DockBuilderSetNodePos()
17867
// - DockBuilderSetNodeSize()
17868
// - DockBuilderAddNode()
17869
// - DockBuilderRemoveNode()
17870
// - DockBuilderRemoveNodeChildNodes()
17871
// - DockBuilderRemoveNodeDockedWindows()
17872
// - DockBuilderSplitNode()
17873
// - DockBuilderCopyNodeRec()
17874
// - DockBuilderCopyNode()
17875
// - DockBuilderCopyWindowSettings()
17876
// - DockBuilderCopyDockSpace()
17877
// - DockBuilderFinish()
17878
//-----------------------------------------------------------------------------
17879
17880
void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id)
17881
0
{
17882
    // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1)
17883
0
    ImGuiContext& g = *GImGui; IM_UNUSED(g);
17884
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderDockWindow '%s' to node 0x%08X\n", window_name, node_id);
17885
0
    ImGuiID window_id = ImHashStr(window_name);
17886
0
    if (ImGuiWindow* window = FindWindowByID(window_id))
17887
0
    {
17888
        // Apply to created window
17889
0
        ImGuiID prev_node_id = window->DockId;
17890
0
        SetWindowDock(window, node_id, ImGuiCond_Always);
17891
0
        if (window->DockId != prev_node_id)
17892
0
            window->DockOrder = -1;
17893
0
    }
17894
0
    else
17895
0
    {
17896
        // Apply to settings
17897
0
        ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id);
17898
0
        if (settings == NULL)
17899
0
            settings = CreateNewWindowSettings(window_name);
17900
0
        if (settings->DockId != node_id)
17901
0
            settings->DockOrder = -1;
17902
0
        settings->DockId = node_id;
17903
0
    }
17904
0
}
17905
17906
ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id)
17907
0
{
17908
0
    ImGuiContext* ctx = GImGui;
17909
0
    return DockContextFindNodeByID(ctx, node_id);
17910
0
}
17911
17912
void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos)
17913
0
{
17914
0
    ImGuiContext* ctx = GImGui;
17915
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
17916
0
    if (node == NULL)
17917
0
        return;
17918
0
    node->Pos = pos;
17919
0
    node->AuthorityForPos = ImGuiDataAuthority_DockNode;
17920
0
}
17921
17922
void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size)
17923
0
{
17924
0
    ImGuiContext* ctx = GImGui;
17925
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
17926
0
    if (node == NULL)
17927
0
        return;
17928
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
17929
0
    node->Size = node->SizeRef = size;
17930
0
    node->AuthorityForSize = ImGuiDataAuthority_DockNode;
17931
0
}
17932
17933
// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node!
17934
// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node.
17935
// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary.
17936
// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand!
17937
//   For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect.
17938
// - Use (id == 0) to let the system allocate a node identifier.
17939
// - Existing node with a same id will be removed.
17940
ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags)
17941
0
{
17942
0
    ImGuiContext* ctx = GImGui;
17943
0
    ImGuiContext& g = *ctx; IM_UNUSED(g);
17944
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags);
17945
17946
0
    if (node_id != 0)
17947
0
        DockBuilderRemoveNode(node_id);
17948
17949
0
    ImGuiDockNode* node = NULL;
17950
0
    if (flags & ImGuiDockNodeFlags_DockSpace)
17951
0
    {
17952
0
        DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly);
17953
0
        node = DockContextFindNodeByID(ctx, node_id);
17954
0
    }
17955
0
    else
17956
0
    {
17957
0
        node = DockContextAddNode(ctx, node_id);
17958
0
        node->SetLocalFlags(flags);
17959
0
    }
17960
0
    node->LastFrameAlive = ctx->FrameCount;   // Set this otherwise BeginDocked will undock during the same frame.
17961
0
    return node->ID;
17962
0
}
17963
17964
void ImGui::DockBuilderRemoveNode(ImGuiID node_id)
17965
0
{
17966
0
    ImGuiContext* ctx = GImGui;
17967
0
    ImGuiContext& g = *ctx; IM_UNUSED(g);
17968
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id);
17969
17970
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
17971
0
    if (node == NULL)
17972
0
        return;
17973
0
    DockBuilderRemoveNodeDockedWindows(node_id, true);
17974
0
    DockBuilderRemoveNodeChildNodes(node_id);
17975
    // Node may have moved or deleted if e.g. any merge happened
17976
0
    node = DockContextFindNodeByID(ctx, node_id);
17977
0
    if (node == NULL)
17978
0
        return;
17979
0
    if (node->IsCentralNode() && node->ParentNode)
17980
0
        node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode);
17981
0
    DockContextRemoveNode(ctx, node, true);
17982
0
}
17983
17984
// root_id = 0 to remove all, root_id != 0 to remove child of given node.
17985
void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id)
17986
0
{
17987
0
    ImGuiContext* ctx = GImGui;
17988
0
    ImGuiDockContext* dc  = &ctx->DockContext;
17989
17990
0
    ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(ctx, root_id) : NULL;
17991
0
    if (root_id && root_node == NULL)
17992
0
        return;
17993
0
    bool has_central_node = false;
17994
17995
0
    ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto;
17996
0
    ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto;
17997
17998
    // Process active windows
17999
0
    ImVector<ImGuiDockNode*> nodes_to_remove;
18000
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
18001
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
18002
0
        {
18003
0
            bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id);
18004
0
            if (want_removal)
18005
0
            {
18006
0
                if (node->IsCentralNode())
18007
0
                    has_central_node = true;
18008
0
                if (root_id != 0)
18009
0
                    DockContextQueueNotifyRemovedNode(ctx, node);
18010
0
                if (root_node)
18011
0
                {
18012
0
                    DockNodeMoveWindows(root_node, node);
18013
0
                    DockSettingsRenameNodeReferences(node->ID, root_node->ID);
18014
0
                }
18015
0
                nodes_to_remove.push_back(node);
18016
0
            }
18017
0
        }
18018
18019
    // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge)
18020
    // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead)
18021
0
    if (root_node)
18022
0
    {
18023
0
        root_node->AuthorityForPos = backup_root_node_authority_for_pos;
18024
0
        root_node->AuthorityForSize = backup_root_node_authority_for_size;
18025
0
    }
18026
18027
    // Apply to settings
18028
0
    for (ImGuiWindowSettings* settings = ctx->SettingsWindows.begin(); settings != NULL; settings = ctx->SettingsWindows.next_chunk(settings))
18029
0
        if (ImGuiID window_settings_dock_id = settings->DockId)
18030
0
            for (int n = 0; n < nodes_to_remove.Size; n++)
18031
0
                if (nodes_to_remove[n]->ID == window_settings_dock_id)
18032
0
                {
18033
0
                    settings->DockId = root_id;
18034
0
                    break;
18035
0
                }
18036
18037
    // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes
18038
0
    if (nodes_to_remove.Size > 1)
18039
0
        ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst);
18040
0
    for (int n = 0; n < nodes_to_remove.Size; n++)
18041
0
        DockContextRemoveNode(ctx, nodes_to_remove[n], false);
18042
18043
0
    if (root_id == 0)
18044
0
    {
18045
0
        dc->Nodes.Clear();
18046
0
        dc->Requests.clear();
18047
0
    }
18048
0
    else if (has_central_node)
18049
0
    {
18050
0
        root_node->CentralNode = root_node;
18051
0
        root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18052
0
    }
18053
0
}
18054
18055
void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs)
18056
0
{
18057
    // Clear references in settings
18058
0
    ImGuiContext* ctx = GImGui;
18059
0
    ImGuiContext& g = *ctx;
18060
0
    if (clear_settings_refs)
18061
0
    {
18062
0
        for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18063
0
        {
18064
0
            bool want_removal = (root_id == 0) || (settings->DockId == root_id);
18065
0
            if (!want_removal && settings->DockId != 0)
18066
0
                if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, settings->DockId))
18067
0
                    if (DockNodeGetRootNode(node)->ID == root_id)
18068
0
                        want_removal = true;
18069
0
            if (want_removal)
18070
0
                settings->DockId = 0;
18071
0
        }
18072
0
    }
18073
18074
    // Clear references in windows
18075
0
    for (int n = 0; n < g.Windows.Size; n++)
18076
0
    {
18077
0
        ImGuiWindow* window = g.Windows[n];
18078
0
        bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id);
18079
0
        if (want_removal)
18080
0
        {
18081
0
            const ImGuiID backup_dock_id = window->DockId;
18082
0
            IM_UNUSED(backup_dock_id);
18083
0
            DockContextProcessUndockWindow(ctx, window, clear_settings_refs);
18084
0
            if (!clear_settings_refs)
18085
0
                IM_ASSERT(window->DockId == backup_dock_id);
18086
0
        }
18087
0
    }
18088
0
}
18089
18090
// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created.
18091
// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set.
18092
// FIXME-DOCK: We are not exposing nor using split_outer.
18093
ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir)
18094
0
{
18095
0
    ImGuiContext& g = *GImGui;
18096
0
    IM_ASSERT(split_dir != ImGuiDir_None);
18097
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir);
18098
18099
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, id);
18100
0
    if (node == NULL)
18101
0
    {
18102
0
        IM_ASSERT(node != NULL);
18103
0
        return 0;
18104
0
    }
18105
18106
0
    IM_ASSERT(!node->IsSplitNode()); // Assert if already Split
18107
18108
0
    ImGuiDockRequest req;
18109
0
    req.Type = ImGuiDockRequestType_Split;
18110
0
    req.DockTargetWindow = NULL;
18111
0
    req.DockTargetNode = node;
18112
0
    req.DockPayload = NULL;
18113
0
    req.DockSplitDir = split_dir;
18114
0
    req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir);
18115
0
    req.DockSplitOuter = false;
18116
0
    DockContextProcessDock(&g, &req);
18117
18118
0
    ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID;
18119
0
    ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID;
18120
0
    if (out_id_at_dir)
18121
0
        *out_id_at_dir = id_at_dir;
18122
0
    if (out_id_at_opposite_dir)
18123
0
        *out_id_at_opposite_dir = id_at_opposite_dir;
18124
0
    return id_at_dir;
18125
0
}
18126
18127
static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector<ImGuiID>* out_node_remap_pairs)
18128
0
{
18129
0
    ImGuiContext& g = *GImGui;
18130
0
    ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known);
18131
0
    dst_node->SharedFlags = src_node->SharedFlags;
18132
0
    dst_node->LocalFlags = src_node->LocalFlags;
18133
0
    dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
18134
0
    dst_node->Pos = src_node->Pos;
18135
0
    dst_node->Size = src_node->Size;
18136
0
    dst_node->SizeRef = src_node->SizeRef;
18137
0
    dst_node->SplitAxis = src_node->SplitAxis;
18138
0
    dst_node->UpdateMergedFlags();
18139
18140
0
    out_node_remap_pairs->push_back(src_node->ID);
18141
0
    out_node_remap_pairs->push_back(dst_node->ID);
18142
18143
0
    for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++)
18144
0
        if (src_node->ChildNodes[child_n])
18145
0
        {
18146
0
            dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs);
18147
0
            dst_node->ChildNodes[child_n]->ParentNode = dst_node;
18148
0
        }
18149
18150
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0);
18151
0
    return dst_node;
18152
0
}
18153
18154
void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs)
18155
0
{
18156
0
    ImGuiContext* ctx = GImGui;
18157
0
    IM_ASSERT(src_node_id != 0);
18158
0
    IM_ASSERT(dst_node_id != 0);
18159
0
    IM_ASSERT(out_node_remap_pairs != NULL);
18160
18161
0
    DockBuilderRemoveNode(dst_node_id);
18162
18163
0
    ImGuiDockNode* src_node = DockContextFindNodeByID(ctx, src_node_id);
18164
0
    IM_ASSERT(src_node != NULL);
18165
18166
0
    out_node_remap_pairs->clear();
18167
0
    DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs);
18168
18169
0
    IM_ASSERT((out_node_remap_pairs->Size % 2) == 0);
18170
0
}
18171
18172
void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name)
18173
0
{
18174
0
    ImGuiWindow* src_window = FindWindowByName(src_name);
18175
0
    if (src_window == NULL)
18176
0
        return;
18177
0
    if (ImGuiWindow* dst_window = FindWindowByName(dst_name))
18178
0
    {
18179
0
        dst_window->Pos = src_window->Pos;
18180
0
        dst_window->Size = src_window->Size;
18181
0
        dst_window->SizeFull = src_window->SizeFull;
18182
0
        dst_window->Collapsed = src_window->Collapsed;
18183
0
    }
18184
0
    else
18185
0
    {
18186
0
        ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name));
18187
0
        if (!dst_settings)
18188
0
            dst_settings = CreateNewWindowSettings(dst_name);
18189
0
        ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos);
18190
0
        if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID)
18191
0
        {
18192
0
            dst_settings->ViewportPos = window_pos_2ih;
18193
0
            dst_settings->ViewportId = src_window->ViewportId;
18194
0
            dst_settings->Pos = ImVec2ih(0, 0);
18195
0
        }
18196
0
        else
18197
0
        {
18198
0
            dst_settings->Pos = window_pos_2ih;
18199
0
        }
18200
0
        dst_settings->Size = ImVec2ih(src_window->SizeFull);
18201
0
        dst_settings->Collapsed = src_window->Collapsed;
18202
0
    }
18203
0
}
18204
18205
// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed.
18206
void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs)
18207
0
{
18208
0
    ImGuiContext& g = *GImGui;
18209
0
    IM_ASSERT(src_dockspace_id != 0);
18210
0
    IM_ASSERT(dst_dockspace_id != 0);
18211
0
    IM_ASSERT(in_window_remap_pairs != NULL);
18212
0
    IM_ASSERT((in_window_remap_pairs->Size % 2) == 0);
18213
18214
    // Duplicate entire dock
18215
    // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart,
18216
    // whereas we could attempt to at least keep them together in a new, same floating node.
18217
0
    ImVector<ImGuiID> node_remap_pairs;
18218
0
    DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs);
18219
18220
    // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes
18221
    // (The windows associated to src_dockspace_id are staying in place)
18222
0
    ImVector<ImGuiID> src_windows;
18223
0
    for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2)
18224
0
    {
18225
0
        const char* src_window_name = (*in_window_remap_pairs)[remap_window_n];
18226
0
        const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1];
18227
0
        ImGuiID src_window_id = ImHashStr(src_window_name);
18228
0
        src_windows.push_back(src_window_id);
18229
18230
        // Search in the remapping tables
18231
0
        ImGuiID src_dock_id = 0;
18232
0
        if (ImGuiWindow* src_window = FindWindowByID(src_window_id))
18233
0
            src_dock_id = src_window->DockId;
18234
0
        else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id))
18235
0
            src_dock_id = src_window_settings->DockId;
18236
0
        ImGuiID dst_dock_id = 0;
18237
0
        for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18238
0
            if (node_remap_pairs[dock_remap_n] == src_dock_id)
18239
0
            {
18240
0
                dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18241
                //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear
18242
0
                break;
18243
0
            }
18244
18245
0
        if (dst_dock_id != 0)
18246
0
        {
18247
            // Docked windows gets redocked into the new node hierarchy.
18248
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id);
18249
0
            DockBuilderDockWindow(dst_window_name, dst_dock_id);
18250
0
        }
18251
0
        else
18252
0
        {
18253
            // Floating windows gets their settings transferred (regardless of whether the new window already exist or not)
18254
            // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together?
18255
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name);
18256
0
            DockBuilderCopyWindowSettings(src_window_name, dst_window_name);
18257
0
        }
18258
0
    }
18259
18260
    // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list.
18261
    // Find those windows and move to them to the cloned dock node. This may be optional?
18262
    // Dock those are a second step as undocking would invalidate source dock nodes.
18263
0
    struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } };
18264
0
    ImVector<DockRemainingWindowTask> dock_remaining_windows;
18265
0
    for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18266
0
        if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n])
18267
0
        {
18268
0
            ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18269
0
            ImGuiDockNode* node = DockBuilderGetNode(src_dock_id);
18270
0
            for (int window_n = 0; window_n < node->Windows.Size; window_n++)
18271
0
            {
18272
0
                ImGuiWindow* window = node->Windows[window_n];
18273
0
                if (src_windows.contains(window->ID))
18274
0
                    continue;
18275
18276
                // Docked windows gets redocked into the new node hierarchy.
18277
0
                IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id);
18278
0
                dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id));
18279
0
            }
18280
0
        }
18281
0
    for (const DockRemainingWindowTask& task : dock_remaining_windows)
18282
0
        DockBuilderDockWindow(task.Window->Name, task.DockId);
18283
0
}
18284
18285
// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node.
18286
void ImGui::DockBuilderFinish(ImGuiID root_id)
18287
0
{
18288
0
    ImGuiContext* ctx = GImGui;
18289
    //DockContextRebuild(ctx);
18290
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
18291
0
}
18292
18293
//-----------------------------------------------------------------------------
18294
// Docking: Begin/End Support Functions (called from Begin/End)
18295
//-----------------------------------------------------------------------------
18296
// - GetWindowAlwaysWantOwnTabBar()
18297
// - DockContextBindNodeToWindow()
18298
// - BeginDocked()
18299
// - BeginDockableDragDropSource()
18300
// - BeginDockableDragDropTarget()
18301
//-----------------------------------------------------------------------------
18302
18303
bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window)
18304
0
{
18305
0
    ImGuiContext& g = *GImGui;
18306
0
    if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar)
18307
0
        if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0)
18308
0
            if (!window->IsFallbackWindow)    // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise
18309
0
                return true;
18310
0
    return false;
18311
0
}
18312
18313
static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window)
18314
0
{
18315
0
    ImGuiContext& g = *ctx;
18316
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
18317
0
    IM_ASSERT(window->DockNode == NULL);
18318
18319
    // We should not be docking into a split node (SetWindowDock should avoid this)
18320
0
    if (node && node->IsSplitNode())
18321
0
    {
18322
0
        DockContextProcessUndockWindow(ctx, window);
18323
0
        return NULL;
18324
0
    }
18325
18326
    // Create node
18327
0
    if (node == NULL)
18328
0
    {
18329
0
        node = DockContextAddNode(ctx, window->DockId);
18330
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
18331
0
        node->LastFrameAlive = g.FrameCount;
18332
0
    }
18333
18334
    // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet,
18335
    // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node).
18336
    // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout.
18337
    // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame.
18338
0
    if (!node->IsVisible)
18339
0
    {
18340
0
        ImGuiDockNode* ancestor_node = node;
18341
0
        while (!ancestor_node->IsVisible && ancestor_node->ParentNode)
18342
0
            ancestor_node = ancestor_node->ParentNode;
18343
0
        IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f);
18344
0
        DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node));
18345
0
        DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node);
18346
0
    }
18347
18348
    // Add window to node
18349
0
    bool node_was_visible = node->IsVisible;
18350
0
    DockNodeAddWindow(node, window, true);
18351
0
    node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see)
18352
0
    IM_ASSERT(node == window->DockNode);
18353
0
    return node;
18354
0
}
18355
18356
void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
18357
0
{
18358
0
    ImGuiContext* ctx = GImGui;
18359
0
    ImGuiContext& g = *ctx;
18360
18361
    // Clear fields ahead so most early-out paths don't have to do it
18362
0
    window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
18363
18364
0
    const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window);
18365
0
    if (auto_dock_node)
18366
0
    {
18367
0
        if (window->DockId == 0)
18368
0
        {
18369
0
            IM_ASSERT(window->DockNode == NULL);
18370
0
            window->DockId = DockContextGenNodeID(ctx);
18371
0
        }
18372
0
    }
18373
0
    else
18374
0
    {
18375
        // Calling SetNextWindowPos() undock windows by default (by setting PosUndock)
18376
0
        bool want_undock = false;
18377
0
        want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0;
18378
0
        want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock;
18379
0
        if (want_undock)
18380
0
        {
18381
0
            DockContextProcessUndockWindow(ctx, window);
18382
0
            return;
18383
0
        }
18384
0
    }
18385
18386
    // Bind to our dock node
18387
0
    ImGuiDockNode* node = window->DockNode;
18388
0
    if (node != NULL)
18389
0
        IM_ASSERT(window->DockId == node->ID);
18390
0
    if (window->DockId != 0 && node == NULL)
18391
0
    {
18392
0
        node = DockContextBindNodeToWindow(ctx, window);
18393
0
        if (node == NULL)
18394
0
            return;
18395
0
    }
18396
18397
#if 0
18398
    // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set
18399
    if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode))
18400
    {
18401
        DockContextProcessUndockWindow(ctx, window);
18402
        return;
18403
    }
18404
#endif
18405
18406
    // Undock if our dockspace node disappeared
18407
    // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly.
18408
0
    if (node->LastFrameAlive < g.FrameCount)
18409
0
    {
18410
        // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking()
18411
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
18412
0
        if (root_node->LastFrameAlive < g.FrameCount)
18413
0
            DockContextProcessUndockWindow(ctx, window);
18414
0
        else
18415
0
            window->DockIsActive = true;
18416
0
        return;
18417
0
    }
18418
18419
    // Store style overrides
18420
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18421
0
        window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18422
18423
    // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window,
18424
    // and never create neither a host window neither a tab bar.
18425
    // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
18426
0
    if (node->HostWindow == NULL)
18427
0
    {
18428
0
        if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing)
18429
0
            window->DockIsActive = true;
18430
0
        if (node->Windows.Size > 1 && window->Appearing) // Only hide appearing window
18431
0
            DockNodeHideWindowDuringHostWindowCreation(window);
18432
0
        return;
18433
0
    }
18434
18435
    // We can have zero-sized nodes (e.g. children of a small-size dockspace)
18436
0
    IM_ASSERT(node->HostWindow);
18437
0
    IM_ASSERT(node->IsLeafNode());
18438
0
    IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f);
18439
0
    node->State = ImGuiDockNodeState_HostWindowVisible;
18440
18441
    // Undock if we are submitted earlier than the host window
18442
0
    if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext)
18443
0
    {
18444
0
        DockContextProcessUndockWindow(ctx, window);
18445
0
        return;
18446
0
    }
18447
18448
    // Position/Size window
18449
0
    SetNextWindowPos(node->Pos);
18450
0
    SetNextWindowSize(node->Size);
18451
0
    g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos()
18452
0
    window->DockIsActive = true;
18453
0
    window->DockNodeIsVisible = true;
18454
0
    window->DockTabIsVisible = false;
18455
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
18456
0
        return;
18457
18458
    // When the window is selected we mark it as visible.
18459
0
    if (node->VisibleWindow == window)
18460
0
        window->DockTabIsVisible = true;
18461
18462
    // Update window flag
18463
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
18464
0
    window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_NoResize;
18465
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
18466
0
        window->Flags |= ImGuiWindowFlags_NoTitleBar;
18467
0
    else
18468
0
        window->Flags &= ~ImGuiWindowFlags_NoTitleBar;      // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed!
18469
18470
    // Save new dock order only if the window has been visible once already
18471
    // This allows multiple windows to be created in the same frame and have their respective dock orders preserved.
18472
0
    if (node->TabBar && window->WasActive)
18473
0
        window->DockOrder = (short)DockNodeGetTabOrder(window);
18474
18475
0
    if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL)
18476
0
        *p_open = false;
18477
18478
    // Update ChildId to allow returning from Child to Parent with Escape
18479
0
    ImGuiWindow* parent_window = window->DockNode->HostWindow;
18480
0
    window->ChildId = parent_window->GetID(window->Name);
18481
0
}
18482
18483
void ImGui::BeginDockableDragDropSource(ImGuiWindow* window)
18484
0
{
18485
0
    ImGuiContext& g = *GImGui;
18486
0
    IM_ASSERT(g.ActiveId == window->MoveId);
18487
0
    IM_ASSERT(g.MovingWindow == window);
18488
0
    IM_ASSERT(g.CurrentWindow == window);
18489
18490
0
    g.LastItemData.ID = window->MoveId;
18491
0
    window = window->RootWindowDockTree;
18492
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18493
0
    bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit
18494
0
    if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload))
18495
0
    {
18496
0
        SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window));
18497
0
        EndDragDropSource();
18498
18499
        // Store style overrides
18500
0
        for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18501
0
            window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18502
0
    }
18503
0
}
18504
18505
void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
18506
0
{
18507
0
    ImGuiContext* ctx = GImGui;
18508
0
    ImGuiContext& g = *ctx;
18509
18510
    //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace
18511
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18512
0
    if (!g.DragDropActive)
18513
0
        return;
18514
    //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
18515
0
    if (!BeginDragDropTargetCustom(window->Rect(), window->ID))
18516
0
        return;
18517
18518
    // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering
18519
    // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly)
18520
0
    const ImGuiPayload* payload = &g.DragDropPayload;
18521
0
    if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data))
18522
0
    {
18523
0
        EndDragDropTarget();
18524
0
        return;
18525
0
    }
18526
18527
0
    ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data;
18528
0
    if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect))
18529
0
    {
18530
        // Select target node
18531
        // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation)
18532
0
        bool dock_into_floating_window = false;
18533
0
        ImGuiDockNode* node = NULL;
18534
0
        if (window->DockNodeAsHost)
18535
0
        {
18536
            // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos().
18537
0
            node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos);
18538
18539
            // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active)
18540
            // In this case we need to fallback into any leaf mode, possibly the central node.
18541
            // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first.
18542
0
            if (node && node->IsDockSpace() && node->IsRootNode())
18543
0
                node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node);
18544
0
        }
18545
0
        else
18546
0
        {
18547
0
            if (window->DockNode)
18548
0
                node = window->DockNode;
18549
0
            else
18550
0
                dock_into_floating_window = true; // Dock into a regular window
18551
0
        }
18552
18553
0
        const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight()));
18554
0
        const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max);
18555
18556
        // Preview docking request and find out split direction/ratio
18557
        //const bool do_preview = true;     // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window.
18558
0
        const bool do_preview = payload->IsPreview() || payload->IsDelivery();
18559
0
        if (do_preview && (node != NULL || dock_into_floating_window))
18560
0
        {
18561
            // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear.
18562
0
            ImGuiDockPreviewData split_inner;
18563
0
            ImGuiDockPreviewData split_outer;
18564
0
            ImGuiDockPreviewData* split_data = &split_inner;
18565
0
            if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode()))
18566
0
                if (ImGuiDockNode* root_node = DockNodeGetRootNode(node))
18567
0
                {
18568
0
                    DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true);
18569
0
                    if (split_outer.IsSplitDirExplicit)
18570
0
                        split_data = &split_outer;
18571
0
                }
18572
0
            if (!node || node->IsLeafNode())
18573
0
                DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false);
18574
0
            if (split_data == &split_outer)
18575
0
                split_inner.IsDropAllowed = false;
18576
18577
            // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes
18578
0
            DockNodePreviewDockRender(window, node, payload_window, &split_inner);
18579
0
            DockNodePreviewDockRender(window, node, payload_window, &split_outer);
18580
18581
            // Queue docking request
18582
0
            if (split_data->IsDropAllowed && payload->IsDelivery())
18583
0
                DockContextQueueDock(ctx, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer);
18584
0
        }
18585
0
    }
18586
0
    EndDragDropTarget();
18587
0
}
18588
18589
//-----------------------------------------------------------------------------
18590
// Docking: Settings
18591
//-----------------------------------------------------------------------------
18592
// - DockSettingsRenameNodeReferences()
18593
// - DockSettingsRemoveNodeReferences()
18594
// - DockSettingsFindNodeSettings()
18595
// - DockSettingsHandler_ApplyAll()
18596
// - DockSettingsHandler_ReadOpen()
18597
// - DockSettingsHandler_ReadLine()
18598
// - DockSettingsHandler_DockNodeToSettings()
18599
// - DockSettingsHandler_WriteAll()
18600
//-----------------------------------------------------------------------------
18601
18602
static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id)
18603
0
{
18604
0
    ImGuiContext& g = *GImGui;
18605
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id);
18606
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
18607
0
    {
18608
0
        ImGuiWindow* window = g.Windows[window_n];
18609
0
        if (window->DockId == old_node_id && window->DockNode == NULL)
18610
0
            window->DockId = new_node_id;
18611
0
    }
18612
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18613
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18614
0
        if (settings->DockId == old_node_id)
18615
0
            settings->DockId = new_node_id;
18616
0
}
18617
18618
// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings
18619
static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count)
18620
0
{
18621
0
    ImGuiContext& g = *GImGui;
18622
0
    int found = 0;
18623
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18624
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18625
0
        for (int node_n = 0; node_n < node_ids_count; node_n++)
18626
0
            if (settings->DockId == node_ids[node_n])
18627
0
            {
18628
0
                settings->DockId = 0;
18629
0
                settings->DockOrder = -1;
18630
0
                if (++found < node_ids_count)
18631
0
                    break;
18632
0
                return;
18633
0
            }
18634
0
}
18635
18636
static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id)
18637
0
{
18638
    // FIXME-OPT
18639
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18640
0
    for (int n = 0; n < dc->NodesSettings.Size; n++)
18641
0
        if (dc->NodesSettings[n].ID == id)
18642
0
            return &dc->NodesSettings[n];
18643
0
    return NULL;
18644
0
}
18645
18646
// Clear settings data
18647
static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18648
0
{
18649
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18650
0
    dc->NodesSettings.clear();
18651
0
    DockContextClearNodes(ctx, 0, true);
18652
0
}
18653
18654
// Recreate nodes based on settings data
18655
static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18656
0
{
18657
    // Prune settings at boot time only
18658
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18659
0
    if (ctx->Windows.Size == 0)
18660
0
        DockContextPruneUnusedSettingsNodes(ctx);
18661
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
18662
0
    DockContextBuildAddWindowsToNodes(ctx, 0);
18663
0
}
18664
18665
static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
18666
0
{
18667
0
    if (strcmp(name, "Data") != 0)
18668
0
        return NULL;
18669
0
    return (void*)1;
18670
0
}
18671
18672
static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line)
18673
0
{
18674
0
    char c = 0;
18675
0
    int x = 0, y = 0;
18676
0
    int r = 0;
18677
18678
    // Parsing, e.g.
18679
    // " DockNode   ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 "
18680
    // "   DockNode ID=0x00000002 Parent=0x00000001 "
18681
    // Important: this code expect currently fields in a fixed order.
18682
0
    ImGuiDockNodeSettings node;
18683
0
    line = ImStrSkipBlank(line);
18684
0
    if      (strncmp(line, "DockNode", 8) == 0)  { line = ImStrSkipBlank(line + strlen("DockNode")); }
18685
0
    else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; }
18686
0
    else return;
18687
0
    if (sscanf(line, "ID=0x%08X%n",      &node.ID, &r) == 1)            { line += r; } else return;
18688
0
    if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1)  { line += r; if (node.ParentNodeId == 0) return; }
18689
0
    if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; }
18690
0
    if (node.ParentNodeId == 0)
18691
0
    {
18692
0
        if (sscanf(line, " Pos=%i,%i%n",  &x, &y, &r) == 2)         { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return;
18693
0
        if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2)         { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return;
18694
0
    }
18695
0
    else
18696
0
    {
18697
0
        if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2)      { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); }
18698
0
    }
18699
0
    if (sscanf(line, " Split=%c%n", &c, &r) == 1)                   { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; }
18700
0
    if (sscanf(line, " NoResize=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; }
18701
0
    if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1)             { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; }
18702
0
    if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; }
18703
0
    if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1)            { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; }
18704
0
    if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1)      { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; }
18705
0
    if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1)           { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; }
18706
0
    if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; }
18707
0
    if (node.ParentNodeId != 0)
18708
0
        if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId))
18709
0
            node.Depth = parent_settings->Depth + 1;
18710
0
    ctx->DockContext.NodesSettings.push_back(node);
18711
0
}
18712
18713
static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth)
18714
0
{
18715
0
    ImGuiDockNodeSettings node_settings;
18716
0
    IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3)));
18717
0
    node_settings.ID = node->ID;
18718
0
    node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0;
18719
0
    node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0;
18720
0
    node_settings.SelectedTabId = node->SelectedTabId;
18721
0
    node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None);
18722
0
    node_settings.Depth = (char)depth;
18723
0
    node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_);
18724
0
    node_settings.Pos = ImVec2ih(node->Pos);
18725
0
    node_settings.Size = ImVec2ih(node->Size);
18726
0
    node_settings.SizeRef = ImVec2ih(node->SizeRef);
18727
0
    dc->NodesSettings.push_back(node_settings);
18728
0
    if (node->ChildNodes[0])
18729
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1);
18730
0
    if (node->ChildNodes[1])
18731
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1);
18732
0
}
18733
18734
static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
18735
0
{
18736
0
    ImGuiContext& g = *ctx;
18737
0
    ImGuiDockContext* dc = &ctx->DockContext;
18738
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
18739
0
        return;
18740
18741
    // Gather settings data
18742
    // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer)
18743
0
    dc->NodesSettings.resize(0);
18744
0
    dc->NodesSettings.reserve(dc->Nodes.Data.Size);
18745
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
18746
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
18747
0
            if (node->IsRootNode())
18748
0
                DockSettingsHandler_DockNodeToSettings(dc, node, 0);
18749
18750
0
    int max_depth = 0;
18751
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
18752
0
        max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth);
18753
18754
    // Write to text buffer
18755
0
    buf->appendf("[%s][Data]\n", handler->TypeName);
18756
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
18757
0
    {
18758
0
        const int line_start_pos = buf->size(); (void)line_start_pos;
18759
0
        const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n];
18760
0
        buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, "");  // Text align nodes to facilitate looking at .ini file
18761
0
        buf->appendf(" ID=0x%08X", node_settings->ID);
18762
0
        if (node_settings->ParentNodeId)
18763
0
        {
18764
0
            buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y);
18765
0
        }
18766
0
        else
18767
0
        {
18768
0
            if (node_settings->ParentWindowId)
18769
0
                buf->appendf(" Window=0x%08X", node_settings->ParentWindowId);
18770
0
            buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y);
18771
0
        }
18772
0
        if (node_settings->SplitAxis != ImGuiAxis_None)
18773
0
            buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y');
18774
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoResize)
18775
0
            buf->appendf(" NoResize=1");
18776
0
        if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode)
18777
0
            buf->appendf(" CentralNode=1");
18778
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar)
18779
0
            buf->appendf(" NoTabBar=1");
18780
0
        if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar)
18781
0
            buf->appendf(" HiddenTabBar=1");
18782
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton)
18783
0
            buf->appendf(" NoWindowMenuButton=1");
18784
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton)
18785
0
            buf->appendf(" NoCloseButton=1");
18786
0
        if (node_settings->SelectedTabId)
18787
0
            buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId);
18788
18789
        // [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!)
18790
0
        if (g.IO.ConfigDebugIniSettings)
18791
0
            if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
18792
0
            {
18793
0
                buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), "");     // Align everything
18794
0
                if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow)
18795
0
                    buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name);
18796
                // Iterate settings so we can give info about windows that didn't exist during the session.
18797
0
                int contains_window = 0;
18798
0
                for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18799
0
                    if (settings->DockId == node_settings->ID)
18800
0
                    {
18801
0
                        if (contains_window++ == 0)
18802
0
                            buf->appendf(" ; contains ");
18803
0
                        buf->appendf("'%s' ", settings->GetName());
18804
0
                    }
18805
0
            }
18806
18807
0
        buf->appendf("\n");
18808
0
    }
18809
0
    buf->appendf("\n");
18810
0
}
18811
18812
18813
//-----------------------------------------------------------------------------
18814
// [SECTION] PLATFORM DEPENDENT HELPERS
18815
//-----------------------------------------------------------------------------
18816
18817
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
18818
18819
#ifdef _MSC_VER
18820
#pragma comment(lib, "user32")
18821
#pragma comment(lib, "kernel32")
18822
#endif
18823
18824
// Win32 clipboard implementation
18825
// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()
18826
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
18827
{
18828
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18829
    g.ClipboardHandlerData.clear();
18830
    if (!::OpenClipboard(NULL))
18831
        return NULL;
18832
    HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
18833
    if (wbuf_handle == NULL)
18834
    {
18835
        ::CloseClipboard();
18836
        return NULL;
18837
    }
18838
    if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))
18839
    {
18840
        int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);
18841
        g.ClipboardHandlerData.resize(buf_len);
18842
        ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);
18843
    }
18844
    ::GlobalUnlock(wbuf_handle);
18845
    ::CloseClipboard();
18846
    return g.ClipboardHandlerData.Data;
18847
}
18848
18849
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
18850
{
18851
    if (!::OpenClipboard(NULL))
18852
        return;
18853
    const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);
18854
    HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));
18855
    if (wbuf_handle == NULL)
18856
    {
18857
        ::CloseClipboard();
18858
        return;
18859
    }
18860
    WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);
18861
    ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);
18862
    ::GlobalUnlock(wbuf_handle);
18863
    ::EmptyClipboard();
18864
    if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)
18865
        ::GlobalFree(wbuf_handle);
18866
    ::CloseClipboard();
18867
}
18868
18869
#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)
18870
18871
#include <Carbon/Carbon.h>  // Use old API to avoid need for separate .mm file
18872
static PasteboardRef main_clipboard = 0;
18873
18874
// OSX clipboard implementation
18875
// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!
18876
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
18877
{
18878
    if (!main_clipboard)
18879
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
18880
    PasteboardClear(main_clipboard);
18881
    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));
18882
    if (cf_data)
18883
    {
18884
        PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
18885
        CFRelease(cf_data);
18886
    }
18887
}
18888
18889
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
18890
{
18891
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18892
    if (!main_clipboard)
18893
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
18894
    PasteboardSynchronize(main_clipboard);
18895
18896
    ItemCount item_count = 0;
18897
    PasteboardGetItemCount(main_clipboard, &item_count);
18898
    for (ItemCount i = 0; i < item_count; i++)
18899
    {
18900
        PasteboardItemID item_id = 0;
18901
        PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);
18902
        CFArrayRef flavor_type_array = 0;
18903
        PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);
18904
        for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)
18905
        {
18906
            CFDataRef cf_data;
18907
            if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)
18908
            {
18909
                g.ClipboardHandlerData.clear();
18910
                int length = (int)CFDataGetLength(cf_data);
18911
                g.ClipboardHandlerData.resize(length + 1);
18912
                CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);
18913
                g.ClipboardHandlerData[length] = 0;
18914
                CFRelease(cf_data);
18915
                return g.ClipboardHandlerData.Data;
18916
            }
18917
        }
18918
    }
18919
    return NULL;
18920
}
18921
18922
#else
18923
18924
// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.
18925
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
18926
0
{
18927
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18928
0
    return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();
18929
0
}
18930
18931
static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text)
18932
0
{
18933
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18934
0
    g.ClipboardHandlerData.clear();
18935
0
    const char* text_end = text + strlen(text);
18936
0
    g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
18937
0
    memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
18938
0
    g.ClipboardHandlerData[(int)(text_end - text)] = 0;
18939
0
}
18940
18941
#endif
18942
18943
// Win32 API IME support (for Asian languages, etc.)
18944
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
18945
18946
#include <imm.h>
18947
#ifdef _MSC_VER
18948
#pragma comment(lib, "imm32")
18949
#endif
18950
18951
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
18952
{
18953
    // Notify OS Input Method Editor of text input position
18954
    HWND hwnd = (HWND)viewport->PlatformHandleRaw;
18955
    if (hwnd == 0)
18956
        return;
18957
18958
    //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);
18959
    if (HIMC himc = ::ImmGetContext(hwnd))
18960
    {
18961
        COMPOSITIONFORM composition_form = {};
18962
        composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
18963
        composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
18964
        composition_form.dwStyle = CFS_FORCE_POSITION;
18965
        ::ImmSetCompositionWindow(himc, &composition_form);
18966
        CANDIDATEFORM candidate_form = {};
18967
        candidate_form.dwStyle = CFS_CANDIDATEPOS;
18968
        candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
18969
        candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
18970
        ::ImmSetCandidateWindow(himc, &candidate_form);
18971
        ::ImmReleaseContext(hwnd, himc);
18972
    }
18973
}
18974
18975
#else
18976
18977
0
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {}
18978
18979
#endif
18980
18981
//-----------------------------------------------------------------------------
18982
// [SECTION] METRICS/DEBUGGER WINDOW
18983
//-----------------------------------------------------------------------------
18984
// - RenderViewportThumbnail() [Internal]
18985
// - RenderViewportsThumbnails() [Internal]
18986
// - DebugTextEncoding()
18987
// - MetricsHelpMarker() [Internal]
18988
// - ShowFontAtlas() [Internal]
18989
// - ShowMetricsWindow()
18990
// - DebugNodeColumns() [Internal]
18991
// - DebugNodeDockNode() [Internal]
18992
// - DebugNodeDrawList() [Internal]
18993
// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
18994
// - DebugNodeFont() [Internal]
18995
// - DebugNodeFontGlyph() [Internal]
18996
// - DebugNodeStorage() [Internal]
18997
// - DebugNodeTabBar() [Internal]
18998
// - DebugNodeViewport() [Internal]
18999
// - DebugNodeWindow() [Internal]
19000
// - DebugNodeWindowSettings() [Internal]
19001
// - DebugNodeWindowsList() [Internal]
19002
// - DebugNodeWindowsListByBeginStackParent() [Internal]
19003
//-----------------------------------------------------------------------------
19004
19005
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
19006
19007
void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
19008
0
{
19009
0
    ImGuiContext& g = *GImGui;
19010
0
    ImGuiWindow* window = g.CurrentWindow;
19011
19012
0
    ImVec2 scale = bb.GetSize() / viewport->Size;
19013
0
    ImVec2 off = bb.Min - viewport->Pos * scale;
19014
0
    float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f;
19015
0
    window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
19016
0
    for (int i = 0; i != g.Windows.Size; i++)
19017
0
    {
19018
0
        ImGuiWindow* thumb_window = g.Windows[i];
19019
0
        if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
19020
0
            continue;
19021
0
        if (thumb_window->Viewport != viewport)
19022
0
            continue;
19023
19024
0
        ImRect thumb_r = thumb_window->Rect();
19025
0
        ImRect title_r = thumb_window->TitleBarRect();
19026
0
        thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off +  thumb_r.Max * scale));
19027
0
        title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off +  ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height
19028
0
        thumb_r.ClipWithFull(bb);
19029
0
        title_r.ClipWithFull(bb);
19030
0
        const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
19031
0
        window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));
19032
0
        window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
19033
0
        window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
19034
0
        window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));
19035
0
    }
19036
0
    draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
19037
0
}
19038
19039
static void RenderViewportsThumbnails()
19040
0
{
19041
0
    ImGuiContext& g = *GImGui;
19042
0
    ImGuiWindow* window = g.CurrentWindow;
19043
19044
    // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports.
19045
0
    float SCALE = 1.0f / 8.0f;
19046
0
    ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
19047
0
    for (int n = 0; n < g.Viewports.Size; n++)
19048
0
        bb_full.Add(g.Viewports[n]->GetMainRect());
19049
0
    ImVec2 p = window->DC.CursorPos;
19050
0
    ImVec2 off = p - bb_full.Min * SCALE;
19051
0
    for (int n = 0; n < g.Viewports.Size; n++)
19052
0
    {
19053
0
        ImGuiViewportP* viewport = g.Viewports[n];
19054
0
        ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
19055
0
        ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
19056
0
    }
19057
0
    ImGui::Dummy(bb_full.GetSize() * SCALE);
19058
0
}
19059
19060
static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs)
19061
0
{
19062
0
    const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs;
19063
0
    const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs;
19064
0
    return b->LastFocusedStampCount - a->LastFocusedStampCount;
19065
0
}
19066
19067
// Draw an arbitrary US keyboard layout to visualize translated keys
19068
void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
19069
0
{
19070
0
    const ImVec2 key_size = ImVec2(35.0f, 35.0f);
19071
0
    const float  key_rounding = 3.0f;
19072
0
    const ImVec2 key_face_size = ImVec2(25.0f, 25.0f);
19073
0
    const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f);
19074
0
    const float  key_face_rounding = 2.0f;
19075
0
    const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f);
19076
0
    const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
19077
0
    const float  key_row_offset = 9.0f;
19078
19079
0
    ImVec2 board_min = GetCursorScreenPos();
19080
0
    ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
19081
0
    ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
19082
19083
0
    struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
19084
0
    const KeyLayoutData keys_to_display[] =
19085
0
    {
19086
0
        { 0, 0, "", ImGuiKey_Tab },      { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
19087
0
        { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
19088
0
        { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
19089
0
    };
19090
19091
    // Elements rendered manually via ImDrawList API are not clipped automatically.
19092
    // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
19093
0
    Dummy(board_max - board_min);
19094
0
    if (!IsItemVisible())
19095
0
        return;
19096
0
    draw_list->PushClipRect(board_min, board_max, true);
19097
0
    for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
19098
0
    {
19099
0
        const KeyLayoutData* key_data = &keys_to_display[n];
19100
0
        ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
19101
0
        ImVec2 key_max = key_min + key_size;
19102
0
        draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
19103
0
        draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
19104
0
        ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
19105
0
        ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
19106
0
        draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
19107
0
        draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
19108
0
        ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
19109
0
        draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
19110
0
        if (IsKeyDown(key_data->Key))
19111
0
            draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
19112
0
    }
19113
0
    draw_list->PopClipRect();
19114
0
}
19115
19116
// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.
19117
void ImGui::DebugTextEncoding(const char* str)
19118
0
{
19119
0
    Text("Text: \"%s\"", str);
19120
0
    if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable))
19121
0
        return;
19122
0
    TableSetupColumn("Offset");
19123
0
    TableSetupColumn("UTF-8");
19124
0
    TableSetupColumn("Glyph");
19125
0
    TableSetupColumn("Codepoint");
19126
0
    TableHeadersRow();
19127
0
    for (const char* p = str; *p != 0; )
19128
0
    {
19129
0
        unsigned int c;
19130
0
        const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);
19131
0
        TableNextColumn();
19132
0
        Text("%d", (int)(p - str));
19133
0
        TableNextColumn();
19134
0
        for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)
19135
0
        {
19136
0
            if (byte_index > 0)
19137
0
                SameLine();
19138
0
            Text("0x%02X", (int)(unsigned char)p[byte_index]);
19139
0
        }
19140
0
        TableNextColumn();
19141
0
        if (GetFont()->FindGlyphNoFallback((ImWchar)c))
19142
0
            TextUnformatted(p, p + c_utf8_len);
19143
0
        else
19144
0
            TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");
19145
0
        TableNextColumn();
19146
0
        Text("U+%04X", (int)c);
19147
0
        p += c_utf8_len;
19148
0
    }
19149
0
    EndTable();
19150
0
}
19151
19152
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
19153
static void MetricsHelpMarker(const char* desc)
19154
0
{
19155
0
    ImGui::TextDisabled("(?)");
19156
0
    if (ImGui::BeginItemTooltip())
19157
0
    {
19158
0
        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
19159
0
        ImGui::TextUnformatted(desc);
19160
0
        ImGui::PopTextWrapPos();
19161
0
        ImGui::EndTooltip();
19162
0
    }
19163
0
}
19164
19165
// [DEBUG] List fonts in a font atlas and display its texture
19166
void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
19167
0
{
19168
0
    for (int i = 0; i < atlas->Fonts.Size; i++)
19169
0
    {
19170
0
        ImFont* font = atlas->Fonts[i];
19171
0
        PushID(font);
19172
0
        DebugNodeFont(font);
19173
0
        PopID();
19174
0
    }
19175
0
    if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
19176
0
    {
19177
0
        ImGuiContext& g = *GImGui;
19178
0
        ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19179
0
        Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons
19180
0
        ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
19181
0
        ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border);
19182
0
        Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
19183
0
        TreePop();
19184
0
    }
19185
0
}
19186
19187
void ImGui::ShowMetricsWindow(bool* p_open)
19188
0
{
19189
0
    ImGuiContext& g = *GImGui;
19190
0
    ImGuiIO& io = g.IO;
19191
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19192
0
    if (cfg->ShowDebugLog)
19193
0
        ShowDebugLogWindow(&cfg->ShowDebugLog);
19194
0
    if (cfg->ShowStackTool)
19195
0
        ShowStackToolWindow(&cfg->ShowStackTool);
19196
19197
0
    if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1)
19198
0
    {
19199
0
        End();
19200
0
        return;
19201
0
    }
19202
19203
    // Basic info
19204
0
    Text("Dear ImGui %s", GetVersion());
19205
0
    Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
19206
0
    Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
19207
0
    Text("%d visible windows, %d active allocations", io.MetricsRenderWindows, io.MetricsActiveAllocations);
19208
    //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }
19209
19210
0
    Separator();
19211
19212
    // Debugging enums
19213
0
    enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
19214
0
    const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };
19215
0
    enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type
19216
0
    const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };
19217
0
    if (cfg->ShowWindowsRectsType < 0)
19218
0
        cfg->ShowWindowsRectsType = WRT_WorkRect;
19219
0
    if (cfg->ShowTablesRectsType < 0)
19220
0
        cfg->ShowTablesRectsType = TRT_WorkRect;
19221
19222
0
    struct Funcs
19223
0
    {
19224
0
        static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
19225
0
        {
19226
0
            ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance
19227
0
            if (rect_type == TRT_OuterRect)                     { return table->OuterRect; }
19228
0
            else if (rect_type == TRT_InnerRect)                { return table->InnerRect; }
19229
0
            else if (rect_type == TRT_WorkRect)                 { return table->WorkRect; }
19230
0
            else if (rect_type == TRT_HostClipRect)             { return table->HostClipRect; }
19231
0
            else if (rect_type == TRT_InnerClipRect)            { return table->InnerClipRect; }
19232
0
            else if (rect_type == TRT_BackgroundClipRect)       { return table->BgClipRect; }
19233
0
            else if (rect_type == TRT_ColumnsRect)              { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }
19234
0
            else if (rect_type == TRT_ColumnsWorkRect)          { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }
19235
0
            else if (rect_type == TRT_ColumnsClipRect)          { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
19236
0
            else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } // Note: y1/y2 not always accurate
19237
0
            else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); }
19238
0
            else if (rect_type == TRT_ColumnsContentFrozen)     { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); }
19239
0
            else if (rect_type == TRT_ColumnsContentUnfrozen)   { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
19240
0
            IM_ASSERT(0);
19241
0
            return ImRect();
19242
0
        }
19243
19244
0
        static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
19245
0
        {
19246
0
            if (rect_type == WRT_OuterRect)                 { return window->Rect(); }
19247
0
            else if (rect_type == WRT_OuterRectClipped)     { return window->OuterRectClipped; }
19248
0
            else if (rect_type == WRT_InnerRect)            { return window->InnerRect; }
19249
0
            else if (rect_type == WRT_InnerClipRect)        { return window->InnerClipRect; }
19250
0
            else if (rect_type == WRT_WorkRect)             { return window->WorkRect; }
19251
0
            else if (rect_type == WRT_Content)              { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
19252
0
            else if (rect_type == WRT_ContentIdeal)         { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }
19253
0
            else if (rect_type == WRT_ContentRegionRect)    { return window->ContentRegionRect; }
19254
0
            IM_ASSERT(0);
19255
0
            return ImRect();
19256
0
        }
19257
0
    };
19258
19259
    // Tools
19260
0
    if (TreeNode("Tools"))
19261
0
    {
19262
0
        bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer");
19263
0
        SameLine();
19264
0
        MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.");
19265
0
        if (show_encoding_viewer)
19266
0
        {
19267
0
            static char buf[100] = "";
19268
0
            SetNextItemWidth(-FLT_MIN);
19269
0
            InputText("##Text", buf, IM_ARRAYSIZE(buf));
19270
0
            if (buf[0] != 0)
19271
0
                DebugTextEncoding(buf);
19272
0
            TreePop();
19273
0
        }
19274
19275
        // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
19276
0
        if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive)
19277
0
            DebugStartItemPicker();
19278
0
        SameLine();
19279
0
        MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
19280
19281
        // Stack Tool is your best friend!
19282
0
        Checkbox("Show Debug Log", &cfg->ShowDebugLog);
19283
0
        SameLine();
19284
0
        MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code.");
19285
19286
        // Stack Tool is your best friend!
19287
0
        Checkbox("Show Stack Tool", &cfg->ShowStackTool);
19288
0
        SameLine();
19289
0
        MetricsHelpMarker("You can also call ImGui::ShowStackToolWindow() from your code.");
19290
19291
0
        Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);
19292
0
        Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);
19293
0
        SameLine();
19294
0
        SetNextItemWidth(GetFontSize() * 12);
19295
0
        cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);
19296
0
        if (cfg->ShowWindowsRects && g.NavWindow != NULL)
19297
0
        {
19298
0
            BulletText("'%s':", g.NavWindow->Name);
19299
0
            Indent();
19300
0
            for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
19301
0
            {
19302
0
                ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
19303
0
                Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
19304
0
            }
19305
0
            Unindent();
19306
0
        }
19307
19308
0
        Checkbox("Show tables rectangles", &cfg->ShowTablesRects);
19309
0
        SameLine();
19310
0
        SetNextItemWidth(GetFontSize() * 12);
19311
0
        cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
19312
0
        if (cfg->ShowTablesRects && g.NavWindow != NULL)
19313
0
        {
19314
0
            for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
19315
0
            {
19316
0
                ImGuiTable* table = g.Tables.TryGetMapData(table_n);
19317
0
                if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
19318
0
                    continue;
19319
19320
0
                BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
19321
0
                if (IsItemHovered())
19322
0
                    GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19323
0
                Indent();
19324
0
                char buf[128];
19325
0
                for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
19326
0
                {
19327
0
                    if (rect_n >= TRT_ColumnsRect)
19328
0
                    {
19329
0
                        if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)
19330
0
                            continue;
19331
0
                        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
19332
0
                        {
19333
0
                            ImRect r = Funcs::GetTableRect(table, rect_n, column_n);
19334
0
                            ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
19335
0
                            Selectable(buf);
19336
0
                            if (IsItemHovered())
19337
0
                                GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19338
0
                        }
19339
0
                    }
19340
0
                    else
19341
0
                    {
19342
0
                        ImRect r = Funcs::GetTableRect(table, rect_n, -1);
19343
0
                        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
19344
0
                        Selectable(buf);
19345
0
                        if (IsItemHovered())
19346
0
                            GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19347
0
                    }
19348
0
                }
19349
0
                Unindent();
19350
0
            }
19351
0
        }
19352
19353
0
        Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop);
19354
0
        SameLine();
19355
0
        MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");
19356
19357
0
        TreePop();
19358
0
    }
19359
19360
    // Windows
19361
0
    if (TreeNode("Windows", "Windows (%d)", g.Windows.Size))
19362
0
    {
19363
        //SetNextItemOpen(true, ImGuiCond_Once);
19364
0
        DebugNodeWindowsList(&g.Windows, "By display order");
19365
0
        DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)");
19366
0
        if (TreeNode("By submission order (begin stack)"))
19367
0
        {
19368
            // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!
19369
0
            ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;
19370
0
            temp_buffer.resize(0);
19371
0
            for (int i = 0; i < g.Windows.Size; i++)
19372
0
                if (g.Windows[i]->LastFrameActive + 1 >= g.FrameCount)
19373
0
                    temp_buffer.push_back(g.Windows[i]);
19374
0
            struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };
19375
0
            ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);
19376
0
            DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);
19377
0
            TreePop();
19378
0
        }
19379
19380
0
        TreePop();
19381
0
    }
19382
19383
    // DrawLists
19384
0
    int drawlist_count = 0;
19385
0
    for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
19386
0
        drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount();
19387
0
    if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
19388
0
    {
19389
0
        Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
19390
0
        Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
19391
0
        for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
19392
0
        {
19393
0
            ImGuiViewportP* viewport = g.Viewports[viewport_i];
19394
0
            bool viewport_has_drawlist = false;
19395
0
            for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
19396
0
                for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
19397
0
                {
19398
0
                    if (!viewport_has_drawlist)
19399
0
                        Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID);
19400
0
                    viewport_has_drawlist = true;
19401
0
                    DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
19402
0
                }
19403
0
        }
19404
0
        TreePop();
19405
0
    }
19406
19407
    // Viewports
19408
0
    if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
19409
0
    {
19410
0
        Indent(GetTreeNodeToLabelSpacing());
19411
0
        RenderViewportsThumbnails();
19412
0
        Unindent(GetTreeNodeToLabelSpacing());
19413
19414
0
        bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size);
19415
0
        SameLine();
19416
0
        MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors.");
19417
0
        if (open)
19418
0
        {
19419
0
            for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
19420
0
            {
19421
0
                const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
19422
0
                BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)",
19423
0
                    i, mon.DpiScale * 100.0f,
19424
0
                    mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y,
19425
0
                    mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y);
19426
0
            }
19427
0
            TreePop();
19428
0
        }
19429
19430
0
        BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
19431
0
        if (TreeNode("Inferred Z order (front-to-back)"))
19432
0
        {
19433
0
            static ImVector<ImGuiViewportP*> viewports;
19434
0
            viewports.resize(g.Viewports.Size);
19435
0
            memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
19436
0
            if (viewports.Size > 1)
19437
0
                ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount);
19438
0
            for (ImGuiViewportP* viewport : viewports)
19439
0
                BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"",
19440
0
                    viewport->Idx, viewport->ID, viewport->LastFocusedStampCount,
19441
0
                    (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A",
19442
0
                    viewport->Window ? viewport->Window->Name : "N/A");
19443
0
            TreePop();
19444
0
        }
19445
0
        for (int i = 0; i < g.Viewports.Size; i++)
19446
0
            DebugNodeViewport(g.Viewports[i]);
19447
0
        TreePop();
19448
0
    }
19449
19450
    // Details for Popups
19451
0
    if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
19452
0
    {
19453
0
        for (int i = 0; i < g.OpenPopupStack.Size; i++)
19454
0
        {
19455
            // As it's difficult to interact with tree nodes while popups are open, we display everything inline.
19456
0
            const ImGuiPopupData* popup_data = &g.OpenPopupStack[i];
19457
0
            ImGuiWindow* window = popup_data->Window;
19458
0
            BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'",
19459
0
                popup_data->PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
19460
0
                popup_data->BackupNavWindow ? popup_data->BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
19461
0
        }
19462
0
        TreePop();
19463
0
    }
19464
19465
    // Details for TabBars
19466
0
    if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))
19467
0
    {
19468
0
        for (int n = 0; n < g.TabBars.GetMapSize(); n++)
19469
0
            if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))
19470
0
            {
19471
0
                PushID(tab_bar);
19472
0
                DebugNodeTabBar(tab_bar, "TabBar");
19473
0
                PopID();
19474
0
            }
19475
0
        TreePop();
19476
0
    }
19477
19478
    // Details for Tables
19479
0
    if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))
19480
0
    {
19481
0
        for (int n = 0; n < g.Tables.GetMapSize(); n++)
19482
0
            if (ImGuiTable* table = g.Tables.TryGetMapData(n))
19483
0
                DebugNodeTable(table);
19484
0
        TreePop();
19485
0
    }
19486
19487
    // Details for Fonts
19488
0
    ImFontAtlas* atlas = g.IO.Fonts;
19489
0
    if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
19490
0
    {
19491
0
        ShowFontAtlas(atlas);
19492
0
        TreePop();
19493
0
    }
19494
19495
    // Details for InputText
19496
0
    if (TreeNode("InputText"))
19497
0
    {
19498
0
        DebugNodeInputTextState(&g.InputTextState);
19499
0
        TreePop();
19500
0
    }
19501
19502
    // Details for Docking
19503
0
#ifdef IMGUI_HAS_DOCK
19504
0
    if (TreeNode("Docking"))
19505
0
    {
19506
0
        static bool root_nodes_only = true;
19507
0
        ImGuiDockContext* dc = &g.DockContext;
19508
0
        Checkbox("List root nodes", &root_nodes_only);
19509
0
        Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes);
19510
0
        if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); }
19511
0
        SameLine();
19512
0
        if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; }
19513
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
19514
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
19515
0
                if (!root_nodes_only || node->IsRootNode())
19516
0
                    DebugNodeDockNode(node, "Node");
19517
0
        TreePop();
19518
0
    }
19519
0
#endif // #ifdef IMGUI_HAS_DOCK
19520
19521
    // Settings
19522
0
    if (TreeNode("Settings"))
19523
0
    {
19524
0
        if (SmallButton("Clear"))
19525
0
            ClearIniSettings();
19526
0
        SameLine();
19527
0
        if (SmallButton("Save to memory"))
19528
0
            SaveIniSettingsToMemory();
19529
0
        SameLine();
19530
0
        if (SmallButton("Save to disk"))
19531
0
            SaveIniSettingsToDisk(g.IO.IniFilename);
19532
0
        SameLine();
19533
0
        if (g.IO.IniFilename)
19534
0
            Text("\"%s\"", g.IO.IniFilename);
19535
0
        else
19536
0
            TextUnformatted("<NULL>");
19537
0
        Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings);
19538
0
        Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
19539
0
        if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
19540
0
        {
19541
0
            for (int n = 0; n < g.SettingsHandlers.Size; n++)
19542
0
                BulletText("\"%s\"", g.SettingsHandlers[n].TypeName);
19543
0
            TreePop();
19544
0
        }
19545
0
        if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
19546
0
        {
19547
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19548
0
                DebugNodeWindowSettings(settings);
19549
0
            TreePop();
19550
0
        }
19551
19552
0
        if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
19553
0
        {
19554
0
            for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
19555
0
                DebugNodeTableSettings(settings);
19556
0
            TreePop();
19557
0
        }
19558
19559
0
#ifdef IMGUI_HAS_DOCK
19560
0
        if (TreeNode("SettingsDocking", "Settings packed data: Docking"))
19561
0
        {
19562
0
            ImGuiDockContext* dc = &g.DockContext;
19563
0
            Text("In SettingsWindows:");
19564
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19565
0
                if (settings->DockId != 0)
19566
0
                    BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings->GetName(), settings->DockId, settings->DockOrder);
19567
0
            Text("In SettingsNodes:");
19568
0
            for (int n = 0; n < dc->NodesSettings.Size; n++)
19569
0
            {
19570
0
                ImGuiDockNodeSettings* settings = &dc->NodesSettings[n];
19571
0
                const char* selected_tab_name = NULL;
19572
0
                if (settings->SelectedTabId)
19573
0
                {
19574
0
                    if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId))
19575
0
                        selected_tab_name = window->Name;
19576
0
                    else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId))
19577
0
                        selected_tab_name = window_settings->GetName();
19578
0
                }
19579
0
                BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : "");
19580
0
            }
19581
0
            TreePop();
19582
0
        }
19583
0
#endif // #ifdef IMGUI_HAS_DOCK
19584
19585
0
        if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
19586
0
        {
19587
0
            InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
19588
0
            TreePop();
19589
0
        }
19590
0
        TreePop();
19591
0
    }
19592
19593
0
    if (TreeNode("Inputs"))
19594
0
    {
19595
0
        Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
19596
0
        {
19597
            // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
19598
            // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
19599
0
            Indent();
19600
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
19601
0
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
19602
#else
19603
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
19604
            //Text("Legacy raw:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
19605
#endif
19606
0
            Text("Keys down:");         for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue;     SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
19607
0
            Text("Keys pressed:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue;  SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19608
0
            Text("Keys released:");     for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19609
0
            Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
19610
0
            Text("Chars queue:");       for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
19611
0
            DebugRenderKeyboardPreview(GetWindowDrawList());
19612
0
            Unindent();
19613
0
        }
19614
19615
0
        Text("MOUSE STATE");
19616
0
        {
19617
0
            Indent();
19618
0
            if (IsMousePosValid())
19619
0
                Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
19620
0
            else
19621
0
                Text("Mouse pos: <INVALID>");
19622
0
            Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
19623
0
            int count = IM_ARRAYSIZE(io.MouseDown);
19624
0
            Text("Mouse down:");     for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
19625
0
            Text("Mouse clicked:");  for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
19626
0
            Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
19627
0
            Text("Mouse wheel: %.1f", io.MouseWheel);
19628
0
            Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer);
19629
0
            Text("Mouse source: %s", GetMouseSourceName(io.MouseSource));
19630
0
            Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
19631
0
            Unindent();
19632
0
        }
19633
19634
0
        Text("MOUSE WHEELING");
19635
0
        {
19636
0
            Indent();
19637
0
            Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");
19638
0
            Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);
19639
0
            Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "<none>");
19640
0
            Unindent();
19641
0
        }
19642
19643
0
        Text("KEY OWNERS");
19644
0
        {
19645
0
            Indent();
19646
0
            if (BeginListBox("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))
19647
0
            {
19648
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
19649
0
                {
19650
0
                    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
19651
0
                    if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
19652
0
                        continue;
19653
0
                    Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
19654
0
                        owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
19655
0
                    DebugLocateItemOnHover(owner_data->OwnerCurr);
19656
0
                }
19657
0
                EndListBox();
19658
0
            }
19659
0
            Unindent();
19660
0
        }
19661
0
        Text("SHORTCUT ROUTING");
19662
0
        {
19663
0
            Indent();
19664
0
            if (BeginListBox("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))
19665
0
            {
19666
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
19667
0
                {
19668
0
                    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
19669
0
                    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
19670
0
                    {
19671
0
                        char key_chord_name[64];
19672
0
                        ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
19673
0
                        GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name));
19674
0
                        Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr);
19675
0
                        DebugLocateItemOnHover(routing_data->RoutingCurr);
19676
0
                        idx = routing_data->NextEntryIndex;
19677
0
                    }
19678
0
                }
19679
0
                EndListBox();
19680
0
            }
19681
0
            Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
19682
0
            Unindent();
19683
0
        }
19684
0
        TreePop();
19685
0
    }
19686
19687
0
    if (TreeNode("Internal state"))
19688
0
    {
19689
0
        Text("WINDOWING");
19690
0
        Indent();
19691
0
        Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
19692
0
        Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL");
19693
0
        Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
19694
0
        Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0);
19695
0
        Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
19696
0
        Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
19697
0
        Unindent();
19698
19699
0
        Text("ITEMS");
19700
0
        Indent();
19701
0
        Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
19702
0
        DebugLocateItemOnHover(g.ActiveId);
19703
0
        Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
19704
0
        Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
19705
0
        Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
19706
0
        Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer);
19707
0
        Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
19708
0
        DebugLocateItemOnHover(g.DragDropPayload.SourceId);
19709
0
        Unindent();
19710
19711
0
        Text("NAV,FOCUS");
19712
0
        Indent();
19713
0
        Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
19714
0
        Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
19715
0
        DebugLocateItemOnHover(g.NavId);
19716
0
        Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
19717
0
        Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
19718
0
        Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
19719
0
        Text("NavActivateFlags: %04X", g.NavActivateFlags);
19720
0
        Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
19721
0
        Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
19722
0
        Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
19723
0
        Unindent();
19724
19725
0
        TreePop();
19726
0
    }
19727
19728
    // Overlay: Display windows Rectangles and Begin Order
19729
0
    if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)
19730
0
    {
19731
0
        for (int n = 0; n < g.Windows.Size; n++)
19732
0
        {
19733
0
            ImGuiWindow* window = g.Windows[n];
19734
0
            if (!window->WasActive)
19735
0
                continue;
19736
0
            ImDrawList* draw_list = GetForegroundDrawList(window);
19737
0
            if (cfg->ShowWindowsRects)
19738
0
            {
19739
0
                ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);
19740
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
19741
0
            }
19742
0
            if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))
19743
0
            {
19744
0
                char buf[32];
19745
0
                ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
19746
0
                float font_size = GetFontSize();
19747
0
                draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
19748
0
                draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);
19749
0
            }
19750
0
        }
19751
0
    }
19752
19753
    // Overlay: Display Tables Rectangles
19754
0
    if (cfg->ShowTablesRects)
19755
0
    {
19756
0
        for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
19757
0
        {
19758
0
            ImGuiTable* table = g.Tables.TryGetMapData(table_n);
19759
0
            if (table == NULL || table->LastFrameActive < g.FrameCount - 1)
19760
0
                continue;
19761
0
            ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
19762
0
            if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)
19763
0
            {
19764
0
                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
19765
0
                {
19766
0
                    ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);
19767
0
                    ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);
19768
0
                    float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;
19769
0
                    draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);
19770
0
                }
19771
0
            }
19772
0
            else
19773
0
            {
19774
0
                ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);
19775
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
19776
0
            }
19777
0
        }
19778
0
    }
19779
19780
0
#ifdef IMGUI_HAS_DOCK
19781
    // Overlay: Display Docking info
19782
0
    if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode)
19783
0
    {
19784
0
        char buf[64] = "";
19785
0
        char* p = buf;
19786
0
        ImGuiDockNode* node = g.DebugHoveredDockNode;
19787
0
        ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
19788
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
19789
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
19790
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y);
19791
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y);
19792
0
        int depth = DockNodeGetDepth(node);
19793
0
        overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255));
19794
0
        ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth;
19795
0
        overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
19796
0
        overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf);
19797
0
    }
19798
0
#endif // #ifdef IMGUI_HAS_DOCK
19799
19800
0
    End();
19801
0
}
19802
19803
// [DEBUG] Display contents of Columns
19804
void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
19805
0
{
19806
0
    if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
19807
0
        return;
19808
0
    BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
19809
0
    for (int column_n = 0; column_n < columns->Columns.Size; column_n++)
19810
0
        BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm));
19811
0
    TreePop();
19812
0
}
19813
19814
static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled)
19815
0
{
19816
0
    using namespace ImGui;
19817
0
    PushID(label);
19818
0
    PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f));
19819
0
    Text("%s:", label);
19820
0
    if (!enabled)
19821
0
        BeginDisabled();
19822
0
    CheckboxFlags("NoSplit", p_flags, ImGuiDockNodeFlags_NoSplit);
19823
0
    CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize);
19824
0
    CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX);
19825
0
    CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY);
19826
0
    CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar);
19827
0
    CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar);
19828
0
    CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton);
19829
0
    CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton);
19830
0
    CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking);
19831
0
    CheckboxFlags("NoDockingSplitMe", p_flags, ImGuiDockNodeFlags_NoDockingSplitMe);
19832
0
    CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther);
19833
0
    CheckboxFlags("NoDockingOverMe", p_flags, ImGuiDockNodeFlags_NoDockingOverMe);
19834
0
    CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther);
19835
0
    CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty);
19836
0
    if (!enabled)
19837
0
        EndDisabled();
19838
0
    PopStyleVar();
19839
0
    PopID();
19840
0
}
19841
19842
// [DEBUG] Display contents of ImDockNode
19843
void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label)
19844
0
{
19845
0
    ImGuiContext& g = *GImGui;
19846
0
    const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2);    // Submitted with ImGuiDockNodeFlags_KeepAliveOnly
19847
0
    const bool is_active = (g.FrameCount - node->LastFrameActive < 2);  // Submitted
19848
0
    if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
19849
0
    bool open;
19850
0
    ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
19851
0
    if (node->Windows.Size > 0)
19852
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
19853
0
    else
19854
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
19855
0
    if (!is_alive) { PopStyleColor(); }
19856
0
    if (is_active && IsItemHovered())
19857
0
        if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow)
19858
0
            GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255));
19859
0
    if (open)
19860
0
    {
19861
0
        IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node);
19862
0
        IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node);
19863
0
        BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)",
19864
0
            node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y);
19865
0
        DebugNodeWindow(node->HostWindow, "HostWindow");
19866
0
        DebugNodeWindow(node->VisibleWindow, "VisibleWindow");
19867
0
        BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId);
19868
0
        BulletText("Misc:%s%s%s%s%s%s%s",
19869
0
            node->IsDockSpace() ? " IsDockSpace" : "",
19870
0
            node->IsCentralNode() ? " IsCentralNode" : "",
19871
0
            is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "",
19872
0
            node->WantLockSizeOnce ? " WantLockSizeOnce" : "",
19873
0
            node->HasCentralNodeChild ? " HasCentralNodeChild" : "");
19874
0
        if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags))
19875
0
        {
19876
0
            if (BeginTable("flags", 4))
19877
0
            {
19878
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false);
19879
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true);
19880
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false);
19881
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true);
19882
0
                EndTable();
19883
0
            }
19884
0
            TreePop();
19885
0
        }
19886
0
        if (node->ParentNode)
19887
0
            DebugNodeDockNode(node->ParentNode, "ParentNode");
19888
0
        if (node->ChildNodes[0])
19889
0
            DebugNodeDockNode(node->ChildNodes[0], "Child[0]");
19890
0
        if (node->ChildNodes[1])
19891
0
            DebugNodeDockNode(node->ChildNodes[1], "Child[1]");
19892
0
        if (node->TabBar)
19893
0
            DebugNodeTabBar(node->TabBar, "TabBar");
19894
0
        DebugNodeWindowsList(&node->Windows, "Windows");
19895
19896
0
        TreePop();
19897
0
    }
19898
0
}
19899
19900
// [DEBUG] Display contents of ImDrawList
19901
// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport.
19902
void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
19903
0
{
19904
0
    ImGuiContext& g = *GImGui;
19905
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19906
0
    int cmd_count = draw_list->CmdBuffer.Size;
19907
0
    if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
19908
0
        cmd_count--;
19909
0
    bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);
19910
0
    if (draw_list == GetWindowDrawList())
19911
0
    {
19912
0
        SameLine();
19913
0
        TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
19914
0
        if (node_open)
19915
0
            TreePop();
19916
0
        return;
19917
0
    }
19918
19919
0
    ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
19920
0
    if (window && IsItemHovered() && fg_draw_list)
19921
0
        fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
19922
0
    if (!node_open)
19923
0
        return;
19924
19925
0
    if (window && !window->WasActive)
19926
0
        TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
19927
19928
0
    for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
19929
0
    {
19930
0
        if (pcmd->UserCallback)
19931
0
        {
19932
0
            BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
19933
0
            continue;
19934
0
        }
19935
19936
0
        char buf[300];
19937
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
19938
0
            pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,
19939
0
            pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
19940
0
        bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
19941
0
        if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)
19942
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);
19943
0
        if (!pcmd_node_open)
19944
0
            continue;
19945
19946
        // Calculate approximate coverage area (touched pixel count)
19947
        // This will be in pixels squared as long there's no post-scaling happening to the renderer output.
19948
0
        const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
19949
0
        const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
19950
0
        float total_area = 0.0f;
19951
0
        for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
19952
0
        {
19953
0
            ImVec2 triangle[3];
19954
0
            for (int n = 0; n < 3; n++, idx_n++)
19955
0
                triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
19956
0
            total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
19957
0
        }
19958
19959
        // Display vertex information summary. Hover to get all triangles drawn in wire-frame
19960
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
19961
0
        Selectable(buf);
19962
0
        if (IsItemHovered() && fg_draw_list)
19963
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);
19964
19965
        // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
19966
0
        ImGuiListClipper clipper;
19967
0
        clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
19968
0
        while (clipper.Step())
19969
0
            for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
19970
0
            {
19971
0
                char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);
19972
0
                ImVec2 triangle[3];
19973
0
                for (int n = 0; n < 3; n++, idx_i++)
19974
0
                {
19975
0
                    const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
19976
0
                    triangle[n] = v.pos;
19977
0
                    buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
19978
0
                        (n == 0) ? "Vert:" : "     ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
19979
0
                }
19980
19981
0
                Selectable(buf, false);
19982
0
                if (fg_draw_list && IsItemHovered())
19983
0
                {
19984
0
                    ImDrawListFlags backup_flags = fg_draw_list->Flags;
19985
0
                    fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
19986
0
                    fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);
19987
0
                    fg_draw_list->Flags = backup_flags;
19988
0
                }
19989
0
            }
19990
0
        TreePop();
19991
0
    }
19992
0
    TreePop();
19993
0
}
19994
19995
// [DEBUG] Display mesh/aabb of a ImDrawCmd
19996
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
19997
0
{
19998
0
    IM_ASSERT(show_mesh || show_aabb);
19999
20000
    // Draw wire-frame version of all triangles
20001
0
    ImRect clip_rect = draw_cmd->ClipRect;
20002
0
    ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
20003
0
    ImDrawListFlags backup_flags = out_draw_list->Flags;
20004
0
    out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
20005
0
    for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )
20006
0
    {
20007
0
        ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list
20008
0
        ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
20009
20010
0
        ImVec2 triangle[3];
20011
0
        for (int n = 0; n < 3; n++, idx_n++)
20012
0
            vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
20013
0
        if (show_mesh)
20014
0
            out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles
20015
0
    }
20016
    // Draw bounding boxes
20017
0
    if (show_aabb)
20018
0
    {
20019
0
        out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
20020
0
        out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
20021
0
    }
20022
0
    out_draw_list->Flags = backup_flags;
20023
0
}
20024
20025
// [DEBUG] Display details for a single font, called by ShowStyleEditor().
20026
void ImGui::DebugNodeFont(ImFont* font)
20027
0
{
20028
0
    bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
20029
0
        font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
20030
0
    SameLine();
20031
0
    if (SmallButton("Set as default"))
20032
0
        GetIO().FontDefault = font;
20033
0
    if (!opened)
20034
0
        return;
20035
20036
    // Display preview text
20037
0
    PushFont(font);
20038
0
    Text("The quick brown fox jumps over the lazy dog");
20039
0
    PopFont();
20040
20041
    // Display details
20042
0
    SetNextItemWidth(GetFontSize() * 8);
20043
0
    DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
20044
0
    SameLine(); MetricsHelpMarker(
20045
0
        "Note than the default embedded font is NOT meant to be scaled.\n\n"
20046
0
        "Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
20047
0
        "You may oversample them to get some flexibility with scaling. "
20048
0
        "You can also render at multiple sizes and select which one to use at runtime.\n\n"
20049
0
        "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
20050
0
    Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
20051
0
    char c_str[5];
20052
0
    Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);
20053
0
    Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);
20054
0
    const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);
20055
0
    Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
20056
0
    for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
20057
0
        if (font->ConfigData)
20058
0
            if (const ImFontConfig* cfg = &font->ConfigData[config_i])
20059
0
                BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
20060
0
                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
20061
20062
    // Display all glyphs of the fonts in separate pages of 256 characters
20063
0
    if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
20064
0
    {
20065
0
        ImDrawList* draw_list = GetWindowDrawList();
20066
0
        const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
20067
0
        const float cell_size = font->FontSize * 1;
20068
0
        const float cell_spacing = GetStyle().ItemSpacing.y;
20069
0
        for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
20070
0
        {
20071
            // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
20072
            // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
20073
            // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
20074
0
            if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
20075
0
            {
20076
0
                base += 4096 - 256;
20077
0
                continue;
20078
0
            }
20079
20080
0
            int count = 0;
20081
0
            for (unsigned int n = 0; n < 256; n++)
20082
0
                if (font->FindGlyphNoFallback((ImWchar)(base + n)))
20083
0
                    count++;
20084
0
            if (count <= 0)
20085
0
                continue;
20086
0
            if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
20087
0
                continue;
20088
20089
            // Draw a 16x16 grid of glyphs
20090
0
            ImVec2 base_pos = GetCursorScreenPos();
20091
0
            for (unsigned int n = 0; n < 256; n++)
20092
0
            {
20093
                // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
20094
                // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
20095
0
                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
20096
0
                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
20097
0
                const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
20098
0
                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
20099
0
                if (!glyph)
20100
0
                    continue;
20101
0
                font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
20102
0
                if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
20103
0
                {
20104
0
                    DebugNodeFontGlyph(font, glyph);
20105
0
                    EndTooltip();
20106
0
                }
20107
0
            }
20108
0
            Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
20109
0
            TreePop();
20110
0
        }
20111
0
        TreePop();
20112
0
    }
20113
0
    TreePop();
20114
0
}
20115
20116
void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
20117
0
{
20118
0
    Text("Codepoint: U+%04X", glyph->Codepoint);
20119
0
    Separator();
20120
0
    Text("Visible: %d", glyph->Visible);
20121
0
    Text("AdvanceX: %.1f", glyph->AdvanceX);
20122
0
    Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
20123
0
    Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
20124
0
}
20125
20126
// [DEBUG] Display contents of ImGuiStorage
20127
void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
20128
0
{
20129
0
    if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
20130
0
        return;
20131
0
    for (int n = 0; n < storage->Data.Size; n++)
20132
0
    {
20133
0
        const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n];
20134
0
        BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.
20135
0
    }
20136
0
    TreePop();
20137
0
}
20138
20139
// [DEBUG] Display contents of ImGuiTabBar
20140
void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
20141
0
{
20142
    // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
20143
0
    char buf[256];
20144
0
    char* p = buf;
20145
0
    const char* buf_end = buf + IM_ARRAYSIZE(buf);
20146
0
    const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);
20147
0
    p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s  {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
20148
0
    for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)
20149
0
    {
20150
0
        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20151
0
        p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab));
20152
0
    }
20153
0
    p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
20154
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20155
0
    bool open = TreeNode(label, "%s", buf);
20156
0
    if (!is_active) { PopStyleColor(); }
20157
0
    if (is_active && IsItemHovered())
20158
0
    {
20159
0
        ImDrawList* draw_list = GetForegroundDrawList();
20160
0
        draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
20161
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
20162
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
20163
0
    }
20164
0
    if (open)
20165
0
    {
20166
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
20167
0
        {
20168
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20169
0
            PushID(tab);
20170
0
            if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
20171
0
            if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
20172
0
            Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f",
20173
0
                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth);
20174
0
            PopID();
20175
0
        }
20176
0
        TreePop();
20177
0
    }
20178
0
}
20179
20180
void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
20181
0
{
20182
0
    SetNextItemOpen(true, ImGuiCond_Once);
20183
0
    if (TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"))
20184
0
    {
20185
0
        ImGuiWindowFlags flags = viewport->Flags;
20186
0
        BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%",
20187
0
            viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
20188
0
            viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y,
20189
0
            viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
20190
0
        if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } }
20191
0
        BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags,
20192
            //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard
20193
0
            (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
20194
0
            (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "",
20195
0
            (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "",
20196
0
            (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "",
20197
0
            (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
20198
0
            (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "",
20199
0
            (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "",
20200
0
            (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "",
20201
0
            (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
20202
0
            (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "",
20203
0
            (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "",
20204
0
            (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "",
20205
0
            (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "");
20206
0
        for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
20207
0
            for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
20208
0
                DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
20209
0
        TreePop();
20210
0
    }
20211
0
}
20212
20213
void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
20214
0
{
20215
0
    if (window == NULL)
20216
0
    {
20217
0
        BulletText("%s: NULL", label);
20218
0
        return;
20219
0
    }
20220
20221
0
    ImGuiContext& g = *GImGui;
20222
0
    const bool is_active = window->WasActive;
20223
0
    ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
20224
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20225
0
    const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
20226
0
    if (!is_active) { PopStyleColor(); }
20227
0
    if (IsItemHovered() && is_active)
20228
0
        GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
20229
0
    if (!open)
20230
0
        return;
20231
20232
0
    if (window->MemoryCompacted)
20233
0
        TextDisabled("Note: some memory buffers have been compacted/freed.");
20234
20235
0
    ImGuiWindowFlags flags = window->Flags;
20236
0
    DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
20237
0
    BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
20238
0
    BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
20239
0
        (flags & ImGuiWindowFlags_ChildWindow)  ? "Child " : "",      (flags & ImGuiWindowFlags_Tooltip)     ? "Tooltip "   : "",  (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
20240
0
        (flags & ImGuiWindowFlags_Modal)        ? "Modal " : "",      (flags & ImGuiWindowFlags_ChildMenu)   ? "ChildMenu " : "",  (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
20241
0
        (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
20242
0
    BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId);
20243
0
    BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
20244
0
    BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
20245
0
    BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
20246
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
20247
0
    {
20248
0
        ImRect r = window->NavRectRel[layer];
20249
0
        if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
20250
0
            BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
20251
0
        else
20252
0
            BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
20253
0
        DebugLocateItemOnHover(window->NavLastIds[layer]);
20254
0
    }
20255
0
    const ImVec2* pr = window->NavPreferredScoringPosRel;
20256
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
20257
0
        BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater.
20258
0
    BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
20259
20260
0
    BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y);
20261
0
    BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1);
20262
0
    BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible);
20263
0
    if (window->DockNode || window->DockNodeAsHost)
20264
0
        DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode");
20265
20266
0
    if (window->RootWindow != window)       { DebugNodeWindow(window->RootWindow, "RootWindow"); }
20267
0
    if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); }
20268
0
    if (window->ParentWindow != NULL)       { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
20269
0
    if (window->DC.ChildWindows.Size > 0)   { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
20270
0
    if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
20271
0
    {
20272
0
        for (int n = 0; n < window->ColumnsStorage.Size; n++)
20273
0
            DebugNodeColumns(&window->ColumnsStorage[n]);
20274
0
        TreePop();
20275
0
    }
20276
0
    DebugNodeStorage(&window->StateStorage, "Storage");
20277
0
    TreePop();
20278
0
}
20279
20280
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)
20281
0
{
20282
0
    if (settings->WantDelete)
20283
0
        BeginDisabled();
20284
0
    Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",
20285
0
        settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
20286
0
    if (settings->WantDelete)
20287
0
        EndDisabled();
20288
0
}
20289
20290
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)
20291
0
{
20292
0
    if (!TreeNode(label, "%s (%d)", label, windows->Size))
20293
0
        return;
20294
0
    for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back
20295
0
    {
20296
0
        PushID((*windows)[i]);
20297
0
        DebugNodeWindow((*windows)[i], "Window");
20298
0
        PopID();
20299
0
    }
20300
0
    TreePop();
20301
0
}
20302
20303
// FIXME-OPT: This is technically suboptimal, but it is simpler this way.
20304
void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)
20305
0
{
20306
0
    for (int i = 0; i < windows_size; i++)
20307
0
    {
20308
0
        ImGuiWindow* window = windows[i];
20309
0
        if (window->ParentWindowInBeginStack != parent_in_begin_stack)
20310
0
            continue;
20311
0
        char buf[20];
20312
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);
20313
        //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);
20314
0
        DebugNodeWindow(window, buf);
20315
0
        Indent();
20316
0
        DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);
20317
0
        Unindent();
20318
0
    }
20319
0
}
20320
20321
//-----------------------------------------------------------------------------
20322
// [SECTION] DEBUG LOG WINDOW
20323
//-----------------------------------------------------------------------------
20324
20325
void ImGui::DebugLog(const char* fmt, ...)
20326
0
{
20327
0
    va_list args;
20328
0
    va_start(args, fmt);
20329
0
    DebugLogV(fmt, args);
20330
0
    va_end(args);
20331
0
}
20332
20333
void ImGui::DebugLogV(const char* fmt, va_list args)
20334
0
{
20335
0
    ImGuiContext& g = *GImGui;
20336
0
    const int old_size = g.DebugLogBuf.size();
20337
0
    g.DebugLogBuf.appendf("[%05d] ", g.FrameCount);
20338
0
    g.DebugLogBuf.appendfv(fmt, args);
20339
0
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)
20340
0
        IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size);
20341
0
    g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size());
20342
0
}
20343
20344
void ImGui::ShowDebugLogWindow(bool* p_open)
20345
0
{
20346
0
    ImGuiContext& g = *GImGui;
20347
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20348
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);
20349
0
    if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)
20350
0
    {
20351
0
        End();
20352
0
        return;
20353
0
    }
20354
20355
0
    CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_);
20356
0
    SameLine(); CheckboxFlags("ActiveId", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId);
20357
0
    SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus);
20358
0
    SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup);
20359
0
    SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav);
20360
0
    SameLine(); if (CheckboxFlags("Clipper", &g.DebugLogFlags, ImGuiDebugLogFlags_EventClipper)) { g.DebugLogClipperAutoDisableFrames = 2; } if (IsItemHovered()) SetTooltip("Clipper log auto-disabled after 2 frames");
20361
    //SameLine(); CheckboxFlags("Selection", &g.DebugLogFlags, ImGuiDebugLogFlags_EventSelection);
20362
0
    SameLine(); CheckboxFlags("IO", &g.DebugLogFlags, ImGuiDebugLogFlags_EventIO);
20363
0
    SameLine(); CheckboxFlags("Docking", &g.DebugLogFlags, ImGuiDebugLogFlags_EventDocking);
20364
0
    SameLine(); CheckboxFlags("Viewport", &g.DebugLogFlags, ImGuiDebugLogFlags_EventViewport);
20365
20366
0
    if (SmallButton("Clear"))
20367
0
    {
20368
0
        g.DebugLogBuf.clear();
20369
0
        g.DebugLogIndex.clear();
20370
0
    }
20371
0
    SameLine();
20372
0
    if (SmallButton("Copy"))
20373
0
        SetClipboardText(g.DebugLogBuf.c_str());
20374
0
    BeginChild("##log", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
20375
20376
0
    ImGuiListClipper clipper;
20377
0
    clipper.Begin(g.DebugLogIndex.size());
20378
0
    while (clipper.Step())
20379
0
        for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
20380
0
        {
20381
0
            const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no);
20382
0
            const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no);
20383
0
            TextUnformatted(line_begin, line_end);
20384
0
            ImRect text_rect = g.LastItemData.Rect;
20385
0
            if (IsItemHovered())
20386
0
                for (const char* p = line_begin; p <= line_end - 10; p++)
20387
0
                {
20388
0
                    ImGuiID id = 0;
20389
0
                    if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1)
20390
0
                        continue;
20391
0
                    ImVec2 p0 = CalcTextSize(line_begin, p);
20392
0
                    ImVec2 p1 = CalcTextSize(p, p + 10);
20393
0
                    g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y));
20394
0
                    if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true))
20395
0
                        DebugLocateItemOnHover(id);
20396
0
                    p += 10;
20397
0
                }
20398
0
        }
20399
0
    if (GetScrollY() >= GetScrollMaxY())
20400
0
        SetScrollHereY(1.0f);
20401
0
    EndChild();
20402
20403
0
    End();
20404
0
}
20405
20406
//-----------------------------------------------------------------------------
20407
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
20408
//-----------------------------------------------------------------------------
20409
20410
static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255);  // Green
20411
20412
void ImGui::DebugLocateItem(ImGuiID target_id)
20413
0
{
20414
0
    ImGuiContext& g = *GImGui;
20415
0
    g.DebugLocateId = target_id;
20416
0
    g.DebugLocateFrames = 2;
20417
0
}
20418
20419
void ImGui::DebugLocateItemOnHover(ImGuiID target_id)
20420
0
{
20421
0
    if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))
20422
0
        return;
20423
0
    ImGuiContext& g = *GImGui;
20424
0
    DebugLocateItem(target_id);
20425
0
    GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR);
20426
0
}
20427
20428
void ImGui::DebugLocateItemResolveWithLastItem()
20429
0
{
20430
0
    ImGuiContext& g = *GImGui;
20431
0
    ImGuiLastItemData item_data = g.LastItemData;
20432
0
    g.DebugLocateId = 0;
20433
0
    ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow);
20434
0
    ImRect r = item_data.Rect;
20435
0
    r.Expand(3.0f);
20436
0
    ImVec2 p1 = g.IO.MousePos;
20437
0
    ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y);
20438
0
    draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR);
20439
0
    draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR);
20440
0
}
20441
20442
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
20443
void ImGui::UpdateDebugToolItemPicker()
20444
0
{
20445
0
    ImGuiContext& g = *GImGui;
20446
0
    g.DebugItemPickerBreakId = 0;
20447
0
    if (!g.DebugItemPickerActive)
20448
0
        return;
20449
20450
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20451
0
    SetMouseCursor(ImGuiMouseCursor_Hand);
20452
0
    if (IsKeyPressed(ImGuiKey_Escape))
20453
0
        g.DebugItemPickerActive = false;
20454
0
    const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift);
20455
0
    if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id)
20456
0
    {
20457
0
        g.DebugItemPickerBreakId = hovered_id;
20458
0
        g.DebugItemPickerActive = false;
20459
0
    }
20460
0
    for (int mouse_button = 0; mouse_button < 3; mouse_button++)
20461
0
        if (change_mapping && IsMouseClicked(mouse_button))
20462
0
            g.DebugItemPickerMouseButton = (ImU8)mouse_button;
20463
0
    SetNextWindowBgAlpha(0.70f);
20464
0
    if (!BeginTooltip())
20465
0
        return;
20466
0
    Text("HoveredId: 0x%08X", hovered_id);
20467
0
    Text("Press ESC to abort picking.");
20468
0
    const char* mouse_button_names[] = { "Left", "Right", "Middle" };
20469
0
    if (change_mapping)
20470
0
        Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button.");
20471
0
    else
20472
0
        TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]);
20473
0
    EndTooltip();
20474
0
}
20475
20476
// [DEBUG] Stack Tool: update queries. Called by NewFrame()
20477
void ImGui::UpdateDebugToolStackQueries()
20478
0
{
20479
0
    ImGuiContext& g = *GImGui;
20480
0
    ImGuiStackTool* tool = &g.DebugStackTool;
20481
20482
    // Clear hook when stack tool is not visible
20483
0
    g.DebugHookIdInfo = 0;
20484
0
    if (g.FrameCount != tool->LastActiveFrame + 1)
20485
0
        return;
20486
20487
    // Update queries. The steps are: -1: query Stack, >= 0: query each stack item
20488
    // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time
20489
0
    const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;
20490
0
    if (tool->QueryId != query_id)
20491
0
    {
20492
0
        tool->QueryId = query_id;
20493
0
        tool->StackLevel = -1;
20494
0
        tool->Results.resize(0);
20495
0
    }
20496
0
    if (query_id == 0)
20497
0
        return;
20498
20499
    // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)
20500
0
    int stack_level = tool->StackLevel;
20501
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20502
0
        if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)
20503
0
            tool->StackLevel++;
20504
20505
    // Update hook
20506
0
    stack_level = tool->StackLevel;
20507
0
    if (stack_level == -1)
20508
0
        g.DebugHookIdInfo = query_id;
20509
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20510
0
    {
20511
0
        g.DebugHookIdInfo = tool->Results[stack_level].ID;
20512
0
        tool->Results[stack_level].QueryFrameCount++;
20513
0
    }
20514
0
}
20515
20516
// [DEBUG] Stack tool: hooks called by GetID() family functions
20517
void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)
20518
0
{
20519
0
    ImGuiContext& g = *GImGui;
20520
0
    ImGuiWindow* window = g.CurrentWindow;
20521
0
    ImGuiStackTool* tool = &g.DebugStackTool;
20522
20523
    // Step 0: stack query
20524
    // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget.
20525
0
    if (tool->StackLevel == -1)
20526
0
    {
20527
0
        tool->StackLevel++;
20528
0
        tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());
20529
0
        for (int n = 0; n < window->IDStack.Size + 1; n++)
20530
0
            tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;
20531
0
        return;
20532
0
    }
20533
20534
    // Step 1+: query for individual level
20535
0
    IM_ASSERT(tool->StackLevel >= 0);
20536
0
    if (tool->StackLevel != window->IDStack.Size)
20537
0
        return;
20538
0
    ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
20539
0
    IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
20540
20541
0
    switch (data_type)
20542
0
    {
20543
0
    case ImGuiDataType_S32:
20544
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
20545
0
        break;
20546
0
    case ImGuiDataType_String:
20547
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);
20548
0
        break;
20549
0
    case ImGuiDataType_Pointer:
20550
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
20551
0
        break;
20552
0
    case ImGuiDataType_ID:
20553
0
        if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
20554
0
            return;
20555
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
20556
0
        break;
20557
0
    default:
20558
0
        IM_ASSERT(0);
20559
0
    }
20560
0
    info->QuerySuccess = true;
20561
0
    info->DataType = data_type;
20562
0
}
20563
20564
static int StackToolFormatLevelInfo(ImGuiStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)
20565
0
{
20566
0
    ImGuiStackLevelInfo* info = &tool->Results[n];
20567
0
    ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
20568
0
    if (window)                                                                 // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
20569
0
        return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);
20570
0
    if (info->QuerySuccess)                                                     // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
20571
0
        return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);
20572
0
    if (tool->StackLevel < tool->Results.Size)                                  // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
20573
0
        return (*buf = 0);
20574
#ifdef IMGUI_ENABLE_TEST_ENGINE
20575
    if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID))   // Source: ImGuiTestEngine's ItemInfo()
20576
        return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);
20577
#endif
20578
0
    return ImFormatString(buf, buf_size, "???");
20579
0
}
20580
20581
// Stack Tool: Display UI
20582
void ImGui::ShowStackToolWindow(bool* p_open)
20583
0
{
20584
0
    ImGuiContext& g = *GImGui;
20585
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20586
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);
20587
0
    if (!Begin("Dear ImGui Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)
20588
0
    {
20589
0
        End();
20590
0
        return;
20591
0
    }
20592
20593
    // Display hovered/active status
20594
0
    ImGuiStackTool* tool = &g.DebugStackTool;
20595
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20596
0
    const ImGuiID active_id = g.ActiveId;
20597
#ifdef IMGUI_ENABLE_TEST_ENGINE
20598
    Text("HoveredId: 0x%08X (\"%s\"), ActiveId:  0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");
20599
#else
20600
0
    Text("HoveredId: 0x%08X, ActiveId:  0x%08X", hovered_id, active_id);
20601
0
#endif
20602
0
    SameLine();
20603
0
    MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
20604
20605
    // CTRL+C to copy path
20606
0
    const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
20607
0
    Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
20608
0
    SameLine();
20609
0
    TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
20610
0
    if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C))
20611
0
    {
20612
0
        tool->CopyToClipboardLastTime = (float)g.Time;
20613
0
        char* p = g.TempBuffer.Data;
20614
0
        char* p_end = p + g.TempBuffer.Size;
20615
0
        for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)
20616
0
        {
20617
0
            *p++ = '/';
20618
0
            char level_desc[256];
20619
0
            StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
20620
0
            for (int n = 0; level_desc[n] && p + 2 < p_end; n++)
20621
0
            {
20622
0
                if (level_desc[n] == '/')
20623
0
                    *p++ = '\\';
20624
0
                *p++ = level_desc[n];
20625
0
            }
20626
0
        }
20627
0
        *p = '\0';
20628
0
        SetClipboardText(g.TempBuffer.Data);
20629
0
    }
20630
20631
    // Display decorated stack
20632
0
    tool->LastActiveFrame = g.FrameCount;
20633
0
    if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
20634
0
    {
20635
0
        const float id_width = CalcTextSize("0xDDDDDDDD").x;
20636
0
        TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);
20637
0
        TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);
20638
0
        TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);
20639
0
        TableHeadersRow();
20640
0
        for (int n = 0; n < tool->Results.Size; n++)
20641
0
        {
20642
0
            ImGuiStackLevelInfo* info = &tool->Results[n];
20643
0
            TableNextColumn();
20644
0
            Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
20645
0
            TableNextColumn();
20646
0
            StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);
20647
0
            TextUnformatted(g.TempBuffer.Data);
20648
0
            TableNextColumn();
20649
0
            Text("0x%08X", info->ID);
20650
0
            if (n == tool->Results.Size - 1)
20651
0
                TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));
20652
0
        }
20653
0
        EndTable();
20654
0
    }
20655
0
    End();
20656
0
}
20657
20658
#else
20659
20660
void ImGui::ShowMetricsWindow(bool*) {}
20661
void ImGui::ShowFontAtlas(ImFontAtlas*) {}
20662
void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
20663
void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
20664
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
20665
void ImGui::DebugNodeFont(ImFont*) {}
20666
void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
20667
void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
20668
void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
20669
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}
20670
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}
20671
void ImGui::DebugNodeViewport(ImGuiViewportP*) {}
20672
20673
void ImGui::DebugLog(const char*, ...) {}
20674
void ImGui::DebugLogV(const char*, va_list) {}
20675
void ImGui::ShowDebugLogWindow(bool*) {}
20676
void ImGui::ShowStackToolWindow(bool*) {}
20677
void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}
20678
void ImGui::UpdateDebugToolItemPicker() {}
20679
void ImGui::UpdateDebugToolStackQueries() {}
20680
20681
#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
20682
20683
//-----------------------------------------------------------------------------
20684
20685
// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
20686
// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.
20687
#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
20688
#include "imgui_user.inl"
20689
#endif
20690
20691
//-----------------------------------------------------------------------------
20692
20693
#endif // #ifndef IMGUI_DISABLE